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..)
/not an expert on copyright and honestly curious
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.
http://en.wikipedia.org/wiki/Abandonware#Enforcement_of_copy...
http://www.battle-board.com/minisl/
If they send a cease and desist I guess I'll just take it offline. I don't think there are any damages in my case, but I'd still hate to be sued!
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.
Just a thought.
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.
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.
BTW, Google ported Quake II to the browser (WebGL, WebSockets, etc) back in 2010.
BLOG: http://googlewebtoolkit.blogspot.com/2010/04/look-ma-no-plug... CODE: http://code.google.com/p/quake2-gwt-port/
Why don't we have something like a MMO-SimCity 4, instead of all those *Ville-s out there. Hey, EA, are you listening ? :)
http://www.computerandvideogames.com/183584/features/command...
"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...".(sadly I guess this discussion somehow has to come up every time someone mentions the word RTS.)
Quite impressed how far you can go with HTML5 and javascript :)
I remember having to move one unit at a time. That alone required some skill!! =)
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.
https://github.com/adityaravishankar/command-and-conquer/tre...
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.
http://en.wikipedia.org/wiki/Real-time_strategy
Also please don't use a black background. The dark blue links are really hard to see clearly!
Any one else with this issue?
but why is he being down voted? All he did was to point out that this article has been published before.
Maybe there are some interesting comments in the "dupe" thread? (in this case no, but you get the point)
I'm still new to HN and I find the up/down vote behaviour rather peculiar from time to time. This is such a time.
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.
Let just say the game takes place in a dyson sphere in the far future.
I'll be impressed when we get a full 3D FPS/RTS with full shader effects.
http://www.youtube.com/user/theostation#p/c/880ECFFEF4972939