Tag Archives: gpl

Why We (A)GPL’d PokeNet

There’s an awful lot of Free Software Licenses. Some, more permissive than others, and choosing the right license depends on what sort of project you’re working on.

I’d like to explain why we used the (A)GPL license for PokeNet, and why I continue to use it for other projects.

Reason 0: Because we wanted to.

The authors of the code can choose the license they want. It’s that simple. We believed that keeping the game closed was just bad mojo, and that there was a lot more to gain by open sourcing the game. We wrote the documentation. We debugged the game. We bugged the game, sure, but in the end, as a developer, it was our choice for the license.

Reason 1: Because we wanted to force forks to share back their code

Forks, Downstream, Leeches, however you want to call them, what we wanted was simple: That our efforts would not be closed up by some high school kid with a keyboard and our code. That’s the main reason we chose GPLv3 and AGPLv3 (For the Server) as our licenses.

We documented as much as we could in what little time we dedicated to the project.
How to compile the code, how to run your own server, how to contribute to the game.
I know, most of these articles are long gone. They were posted in forums that have been abandoned/deleted since the C&D, but that does not justify taking someone else’s GPL code and closing it up.

Reason 2: It makes contributing easier

By having your code open to everyone, you’re inviting others to fix bugs in the client or server that might otherwise bother them, or perhaps implement features, or help translate things. It starts with a patch, but they might become regular contributors. That’s how I got roped into PokeNet anyway.

Reason 3: It was our fail-safe in case we got shut down by Nintendo

Yeah, sad, but true. We knew it would happen eventually, and wanted that whoever took the project after us kept the project Open Sourced. That’s the beauty of the GPL, it forces derivatives to keep the same license as the original code. Sure, you “own” your modifications, but they still have to be licensed as the original project.

Bonus Reason: We had to.

PokeGlobal / PokeNet was based on ShoddyBattle, a Pokemon Battle Engine. This makes PokeNet a derivative, and therefore, has to abide to the same licensing restrictions as that battle engine.

I hope this illustrates a bit on why we Open Sourced PokeNet. I know I wasn’t one of the devs that chose the license, but I supported the decision and care enough for the project, to continue fighting for it.

On a final note. If you don’t agree with the GPL License, feel free to rewrite the entire project from scratch and choose your own License. :-)

Oh and if I may give you an advise on using other’s people’s trademarks without permission? Don’t. I learned my lesson, and I strongly advice you that if you wish to use the code, but make your own monsters, moves and sprites.

-Nushio

GPL Violation!

A couple of years ago, a bunch of fans decided that it would be cool to write a Pokemon MMO, PokeNet. And a year later, Nintendo decided it would be cool to shut it down.

Imagine my surprise when Pokemonium, a PokeNet clone showed up and decided to continue the work based on our GPLv3/AGPLv3 code! Despite not being able to help (Because I don’t want to get in any legal trouble), I was overjoyed that someone would continue our legacy and given our license, I expected them to continue with our path.

Read more »

Delayed GPL Compliance?

In the Android world, it’s quite common that a lot of vendors don’t comply with the GNU GPLv2. There’s a (probably outdated) list of Android Tablets that fail to comply, and even a couple of articles on the topic, and even a statement from HTC about intentionally delaying the Source Code for 120 days.

Samsung just shipped their official “Ice Cream Sandwich” ROM for the Galaxy S2, and it includes the Linux 3.0 kernel. I registered on their “Open Source Release Center” and sent them a Request for source 48 hours ago. No reply from them, so I sent another a few hours ago. At this point, I don’t expect a response from Samsung, until they feel like actually complying…

Is there any way, other than through legal action, to force a company to comply with the license? What’s the point of having a license that states that you must also give the source, if you can just intentionally delay giving out the source, or not give it out at all?

*Shrug*

-Nushio
Update: Samsung released the source code for the Kernel 3.0 used in their Ice Cream Sandwich release. :-)

This is how I (t)roll

It’s been well known that “Ultimate Droid” steals from CyanogenMod, and in fact, a summary of previous… confrontations… has already been documented, however I couldn’t help but notice that their rom seems to be using my Trackball Answer code, and doesn’t state anywhere that I’m the author.

I thought that removing the Credits List was an mistake, so I decided to file a bug report:

He then tried to impersonate me on his own system, which apparently is smarter than him:

UltimateDroid has since taken down the entire Bugzilla interface, while he figures out how to delete my bug, I guess.

Indie Games go Open Source!

So Wolfire Games decided to make this neat “Humble Indie Bundle” that included four games (World of Goo, Aquaria, Gish and Lugaru HD), and had a “pay what you want” model, and let you donate to either the EFF – Electronic Frontier Foundation (Which we encourage you to!) or Child’s Play (Or none, if you’d rather have the money go to the devs.)

As if that wasn’t amazing enough, the bundle is completely DRM Free, and the games are fully playable under Linux, Mac or that other OS. And if four games seemed like to little, they later added 2 more games: Penumbra: Overture and Samorost 2.

Then, Steve Swink tweeted… “If we raise over $1,000,000 USD then Gish, Penumbra Overture and Lugaru will release their source code!”. And so, after raising over $1,000,000 USD, Lugaru HD’s source is open, with the others “opening soon”.

While the game’s engines are fully open, resources and other things aren’t, and each will carry its own license, too. For instance, in Lugaru’s case. You’re free to use the game’s art, as long as you don’t profit from said art.

Remember, you can still donate towards the “Humble Indie Bundle” (And we encourage you to! All the cool kids are doing it!) and get your pack of 6 games, 4 of which will be Open Sourced, and will work on 3 major platforms. What are you waiting for? Get the bundle!