I would advise you to stop working on this project immediately, and instead focus your efforts on creating a game with original game content. EA owns the trademarks and copyright to the material.
You'll be much better off by starting your own project, instead of cloning a commercial product. Yes, the source code of command and conquer might have been released by EA, but EA still owns the trademaks.
(speaking as someone who as tried recreating a popular turn based strategy game using HTML5..)
I can see EA getting up in arms over a game like this since they are still selling Command & Conquer Games (Tiberian Dawn was part of Command & Conquer: The First Decade which came out a few years ago), but what about for other games that aren't being sold? The author here is giving proper attribution and isn't making any money off of it, as far as I understand. What about remaking games from companies that don't exist anymore?
There was an article on HN recently about how many people (esp. young people) have a different idea about copyright from the law, and seem to think that so long as you attribute something, and especially if it's not taking sales away, then it's OK. That is one idea of copyright, the law has a different idea.
In short, the Command and Conquer trademark is still in use, so EA are legally required to sue you.
The copyright on the art work is fully covered or for the next 50 years (or maybe more).
It doesn't matter if the company doesn't exist anymore (their assets, incl. IP) belong to someone. It doesn't matter if a copyrighted content is not being commerical exploited anymore, it's still copyright.
If this sounds outragous to you, talk to your politicans, read Free Culture by Lessig, talk to a Pirate Party.
I'm in a similar boat.. I'm trying to recreate Squad Leader by Avalon Hill in a browser. I think Hasbro might own the trademark, but I don't think copyright applies to game rules:
The ideas in the rules cannot be copyrighted, but the specific text of the rules can be (see http://www.copyright.gov/fls/fl108.html). Also, game mechanics can be patented.
Isn't it strange that we are celebrating being able to build things made 20 years ago, but in the browser?
I can imagine someone in 2032 posting somewhere: "Hey! I ported Crysis to the XXX "
Being XXX = an Augmented Reality 3D Browser or what comes next in 20 years from now.
All of this has happened before, and all of it will happen again.
Back in the early days of the personal microcomputer they were regarded as toys relative to the minicomputers and mainframes of that era. And in many ways they were. But bit by bit people copied functionality from older systems to PCs. Often times the new stuff was a bit simplified and in some cases downright hacky. Even CP/M let alone DOS was a pale imitation of UNIX, for example. But the microcomputer community caught up rapidly, and then soon overshot the state of the art by developing GUI based operating systems, word processing, desktop publishing, desktop graphic design, etc.
The same sort of thing has been happening with mobile platforms as well. At one time mobile computers were very immature compared to their PC counterparts, but they've started to leap-frog PCs in usability and certain other capabilities.
Since its inception the web has always been regarded as a potential competitor platform to traditional PCs. Today we are seeing hints of that coming true, with a lot of web based software replacing traditional shrink-wrapped client software. And we're also seeing the edges of the PC's strengths being nibbled away too, with various applications that would have been very difficult to make run on the web being ported to html5 and such-like. But this is probably just a hint of the progress which will come in the future, when eventually the browser-as-a-platform is fully realized technologically and running an immersive first-person 3D game fully within a browser is the norm rather than a proof-of-concept.
I did a simple RPG game engine (It handled basic scripting, navigating through different maps, some screen tricks, etc), back in 1999 when I was 15 y.o. (yeah, I had a LOT of spare time back then)... I'll leave a screen here: http://img41.imageshack.us/img41/2714/proyge0.jpg in case someone wants to see what it looked like (I had 'borrowed' some tile art from several games of the time: Final Fantasy 5 and Harvest Moon :P but some were entirely made by me!!).
It was made in C++ and some ASM (I needed to use assembler to improve the performance in some critical areas, like graphics, working with 0x13h mode, I wrote my graphic library from scratch).
I can assure you that it was laborious and pretty difficult (specially talking to the hardware directly). But I REALLY wanted to learn programming, and I didn't went on vacation that summer, so I spent a lot of time coding for fun :)
Do you want to know the funniest part of it? Some years later, I lost the majority of that code. While formatting my PC, I forgot to save that... Now I only preserve some exes, but I've lost the level editor and the tile editor I made =(
Oh gosh, I feel nostalgic now.
Having said all of this, I can really understand the guy who ported this game. The will to learn is a powerful motivator.
I feel for you. I made side scrolling arcade game in 13h mode (in 2000 or sth like that, I was learning Turbo Pascal).
It was quite addictive - had many levels, upgrading ships, different win conditions, physics (you flew a rotatable rocket - asteroid style physic, but with big tiled levels, with teleports, doors and buttons, enemies, and some objectives to do(transport people from bus stops to the barber - don't ask :) ). It even had water tiles, that had different physics (less gravity, more friction), and I've implemented interactions between different objects (like flamethrower bullets changes to harmless smoke in the water, laser goes throught glass tiles, etc). I made my own sprite editor (didn't know hwo to read bmp files :) ).
I've lost it all to hard disk error a few years ago.
Keep in mind it's a lot easier to trace a picture with tracing paper than it is to draw it in the first place. (Although this is really cool- one of my favorite games.)
Where are the sources saying that Adobe's moving away from flash?
If anything they've been amping up their efforts to keep flash alive by focusing on Air (Machinarium was the number one app in the app store, and it was created in flash) and allowing to port Unity games over.
Moblyng an html5 gaming company blew 7.5 million in one year. The regular casual web-gamer isn't going to play a game that's half-baked. It's just not a viable alternative to flash right now. And there's no amazing IDE, which definitely led to the growth and explosion of all these flash games / apps, that's out there for html5.
Part of the beauty of a closed environment is not having to worry about trying to convince other browsers what features to standardize. They can just march on and implement features they feel are most important. And they're doing a pretty damn good job.
Sorry for the rant, but it really irks me how the media has completely skewed the public's perception on the state of flash.
Flash is not Adobe's core business. It's just a result. Their business is to make and sell amazing Editors. CS is their main product. They bought Macromedia, just to own much of the market of Designer-oriented applications. And Macromedia filled a Gap.
But from now on, they are investing heavily in building tools for HTML5.
-You can see them building Flash-to-HTML5 conversion tools. [1] (this link is almost a year old, so I'd expect them to have something much more advanced by now).
- They are building HTML5 Editors [2]
- They stopped developing Flash Player mobile. [3] In the same post where they state that they will stop developing Flash Player for mobile browsers, they state: Adobe to More Aggressively Contribute to HTML5.
Ok, ok, they also state that they will keep working in Flash for desktop. But it's like when any software company says: "We'll drop X, Y, Z so we can focus on A". That's something said to please their shareholders, so it doesn't sounds like "As our products are no longer needed, we'll just kill them".
Part of the beauty of a closed environment is not having to worry about trying to convince other browsers what features to standardize
Sure, but if you are a guest inside the browser, and the browser developer just throws you away, you have to move somewhere else. That happened with Apple, and it's happening again this year Microsoft. Windows 8 won't support flash running on Metro. Even more, they won't support ANY plugin.
Apple just wants to keep selling their Creative Suite. So, the best thing for them to do, is to focus on HTML5, because they now know that Flash is doomed sooner or later. And they are doing it. I expect to see in the near future something like Adobe Flash Professional but designed for HTML5.
I don't want to be rude, but I keep seeing people refusing to see this. People who won't accept the fact that Apple has realized they need to move on, and they are on their way to do so.
Sooner or later, flash will be to Adobe as VB6 is to Microsoft. Legacy code.
One more thing:
Imagine for a moment that you are Adobe. You have an amazing suite of products, and one few of them are based on Flash.
You realize that the browser developers have chosen to work and invest in something else. You go through all 5 stages of grief [4]. You deny it, you get angry, you bargain, you get depressed, but finally at least, you accept it. You HAVE to adapt and you have to work with them. But you won't have anything to sell for at least 1 or 2 years. And you still have this wonderful suite on the market.
What do you do? Do you go out and yell: DON'T BUY IT! WAIT UNTIL WE RELEASE OUR FUTURE-PROOF PRODUCT!!!
Of course not!!! You say We are already working on Flash Player 12 and a new round of exciting features which we expect to again advance what is possible for delivering high definition entertainment experiences
But at the same time, in the same paragraph you say: We will continue to leverage our experience with Flash to accelerate our work with the W3C and WebKit to bring similar capabilities to HTML5 as quickly as possible, just as we have done with CSS Shaders. And, we will design new features in Flash for a smooth transition to HTML5 as the standards evolve so developers can confidently invest knowing their skills will continue to be leveraged.
Read it again: a smooth transition to HTML5.
TRANSITION.
That's their way to say: "Keep buying and using our products, while we develop our HTML5 editors. Then, you buy our new products and move to HTML5."
They have went through the last phase. They have accepted it. It's time for their community to do the same.
"The first time we showed that game internally it had wizards
and castles," recalls a smiling Castle. "We were working with
Virgin at the time, and they said that they had this great IP,
Frank Herbert's Dune, and Brett loved the books. So we took
the game we were working on and recreated it in the Dune
universe.
"It solved one of the fundamental problems we had with making
an RTS, which was that we wanted to have a central resource
that everybody was fighting over. Dune has spice, which made
perfect sense - and it was also used when we came to the idea
of tiberium. It became the anchor of the C&C universe...".
There's Airmech, an alpha version is available for play on Google Chrome. I think the developers intend to make it into a free2play game, like Leagues of Legend.
How about Command HQ and Dan Bunton's games http://en.wikipedia.org/wiki/Command_HQ. I'm pretty sure Ancient Art of War predates that though. I'm showing my age.
You can probably make StarCraft in the browser, too. If you remove the nostalgia filter, that's a much better game than Command & Conquer. (I enjoyed both back then.)
Command and Conquer Tiberium Alliances brings the battle to your browser in this epic strategy MMO. Compete or ally with your friends in a worldwide war for precious resources. Based in the Command and Conquer Tiberium story world, C&C Tiberium Alliances allows players to experience C&C in a brand new way. Using HTML 5 technology, players are able to access their game from any web accessible browser making this one of the first truly portable mmo strategy titles to hit the market.
Apply for the Closed Beta today at www.TiberiumAlliances.com and get into the closed beta.
it would also be nice if you separated out the code into functional modules (as opposed to event functions) so that parts can be reused. I was interested in checking out your selection code since I implemented my own recently.
better modules and functional separation would also make it easier for others to understand and contribute to the code.
Not taking anything away from an awesome demo, just some suggestions.
All these are minified versions. I believe these were kept in place with different version number attached to be able to quickly switch between, not for version control reasons.
I'm on Mac OS X Lion and Firefox. I lost my cursor after I loaded this page. So now, when Firefox (any firefox window) is active my cursor disappears. It returns when I make some other app active. This sometimes happens on Chrome and Flickr, so I wonder if there is some HTML5 thing that is buggy for FF and Chrome?
I've had this happen to me on Chrome. It was definitely a browser bug, because restarting the browser resolved it. I first noticed it when I was working on a web page with complicated CSS rules for 'cursor'. If I had to guess, it has to do with loading custom .cur or .gif files as the cursor, since it didn't seem to happen unless I tried to do that. However, it was very sporadic and I could never get a reproducible minimal test case.
It doesn't matter if its a dupe of something everyone missed before and people up vote it this time. So much stuff gets submitted now that links are only on the first page of the new list for a few minutes and can easily be missed. This time its hit at the right time and there could be a good discussion about it.
(He's being downvoted because it didn't add anything to this discussion, and it seemed like a case of sour-grapes because he originally submitted the link.
If there was discussion on the original submission it would have been useful)
My comment was posted when this page had no comments, nor was it on the front page. In fact, I think it had less than 3 or 4 points. I was just informing the original poster, given that I too thought it was an interesting article, that it seems there was little interest here on HN.
Clearly, due to getting enough karma to put it on the front page this time, my comment is indeed now irrelevant. The post was clearly just missed the first time as you say. Whether this is a problem with the karma/new post system or not is a different matter - and probably not one for discussion here.
I didn't think I'd get downvoted though, given when my comment was made, but your points are fair.
If you check out http://mrdoob.github.com/three.js/ you'll see that WebGL/Canvas is way beyond the flash/java games. Both do have low-level shaders right now and more improvements are coming all the time.
You'll be much better off by starting your own project, instead of cloning a commercial product. Yes, the source code of command and conquer might have been released by EA, but EA still owns the trademaks.
(speaking as someone who as tried recreating a popular turn based strategy game using HTML5..)