I'm looking at some point trying to get into the gaming industry. So I recently began work on an XNA based Xbox 360 game. However, I'm a programmer, not an artist. Then I got thinking, why not port VegaStrike to the 360. I could write the engine from scratch, yet still retain the art assets.
However, I have a few questions. First of all, the engine is GPL. Now I'm happy making my enigne GPL, but at some point I'd like to make this an XBox Live Arcade game, and doing that with GPL may not be possible. On the other hand, I'm rewriting the entire game in C#, so would this be an issue? If I use the C/C++ code for "inspiration" will that make my code GPL?
Just some questions.
XNA Port
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- Insys Pilot
- Posts: 2
- Joined: Thu Mar 12, 2009 4:02 pm
Re: XNA Port
Hmm...from what I'm seeing it looks like the art is GPL....but from what I'm seeing on this page: http://www.gnu.org/philosophy/selling.html I could sell my engine on XBLA even if it is GPL as long as I provide a link to the source code. GPL it is then!
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- The Shepherd
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Re: XNA Port
Welcome aboard tbcpp you may have also noticed that there's lots of Python data side which may complicate your conversion But since the C# VM supports Python's byte code you may get some performance boost.But it's a big project for one guy so i wish you luck and hope that you attract a few helpers
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