Quote from: Rezolyze on February 27, 2014, 11:10:14 PM
Thank you for your reply Darkstar2. I agree that adopting a new license for the engine code makes things more "solid." Using a well-known license should give ENIGMA users the confidence to make and sell the games they create. No one wants to risk making a game only to have their source code relicensed without their consent.
To be honest, I like enigma but after this issue I feel less confident in using product, should I be concerned ? Should users STOP using enigma until things are final ? There is no way that I am ever going to release source codes of game or apps - How the hell am I supposed to eventually sell my products if source code is circulating and being used

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that from happening, but it might not. Such a thing could only be tested in court. I'd rather trust my game code to a another, less restrictive, license that was designed to protect both developers and users.
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Just like with GameMaker, you have to tell the people, who download your compiled game, that it was made with ENIGMA. Under the GPL 3.0 or the MPL 2.0, you'd still have to direct them to ENIGMA's source code.
I don't mind at all telling people I *USED* enigma don't even mind crediting devs by name but what I am concerned about is source code of my game

More so there are certain other issues when disclosing what you used. When you tell someone you MADE your game WITH something, most people will think "oh one of those newbie tools you make games in 10 clicks......

" I think game maker has earned a bad rep over the years because of the questionable quality of games made with it. Some people think "MADE WITH" means you click ready made sprites and rooms and stick them together and make a game as opposed to enigma being an ENGINE, and that you made your game from code (C++, GML) and all your resources are hand made, original, that you did not use any ready made stuff. Examples of that would be Game Maker 3D (few clicks to make a complete FPS) and FPS Creator to name a few, turn key game making where you can make games in minutes.
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I also don't want anyone to avoid using ENIGMA because of licensing issues.
Interesting you should mention this because I think this might be inevitable for anybody joining and reading who were not aware or don't know how licensing works, as in my case might be discouraged.
So if anybody decides to sue me, only do so if my game makes enough money please.....LOL. say
at least $500k lol.
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Reaching a consensus on what license to use is very important to the health and continuation of this project.
Maybe ENIGMA needs a pro bono attorney.....
It's one thing to write text all over the place, but it has to be binding and legal in order to avoid another big issue, the ambiguity clause which can render an agreement useless !

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Darkstar2.
Thanks for bringing this to my attention. All this legalese is starting to make my head spin. I'm better with hypotheticals than I am with legal jargon.
Same here, I think I need 2 advils + 2 tylenols ! LOL.
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Let's say the ENIGMA project was licensed the way I proposed with the Parser and Compiler being GPL 3.0 and the Engine being MPL 2.0. An ENIGMA user is creating a game and decides to compile it for distribution. When the user's code is passed to the Parser and translated to C/C++ code does the user retain the copyright for the translated code? Is the translated code now licensed under the GPL because the Parser is licensed under the GPL? Did the user create the translated code or was it the Parser? Was it a collaborative effort? I honestly don't know the answer to these questions.
One thing for sure, your IP remains your IP. All the content of your game assuming you are the IP owner, sound, music, sprites, videos or any content used in your game. That raises another question, so assuming that you only partially sold your soul to the devil, and your code is no longer under your (c), then what ?
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Assuming that the user does retain copyright and the user's code isn't "infected" by the GPL, their translated code is then statically linked to the Engine's code. According to the MPL 2.0, this translated code can be licensed or proprietary and still be compatible with the MPL. No problems there as long as the translated code isn't GPL or one of its cousins.
looks like 2 tylenols + 2 advils won't be enough.

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The last step is passing this combined code to the Compiler. The Compiler compiles (obviously
) the code into executable form and adds the resources (sprites, sound, etc.) from the user's game source. Does the Compiler add any GPL code to the executable? This is another question I can't answer.
In a way, even if your game is compiled, it is way different than say, writing your own game from C++. You are relying on an engine... This engine saves you a hell of a lot of work, so in my opinion yes that engine is now part of your compiled game, an important part that drives everything.