Legal Ramifications?

Started by: kayrel | Replies: 2 | Views: 318

kayrel

Posts: 0
Joined: Sep 2025
Jun 29, 2008 9:51 PM #171764
Hello, my names Kayrel and am new to this forum. I have been reading and coming for a while and decided to finally join the forum.

Anyways, I read the rules and I know we can't advertise so please don't take it like it. I just got a question.

I want to make a sorta stick figure commercial game (does have its original look and feel). Won't say its name or show it, as to not seem like promoting it.

Still, I was wondering. Can we actually do it? Is there like a sorta patent somewhere that doesn't let us make stickfigures into a commercial game. I know I can't make him look like xiao xiao, and others that are around, stuff like that, (I for example, the Nike thing) but just curious about it. Would like to know before I start it.
darkcampainger
2

Posts: 159
Joined: Aug 2006
Rep: 10

View Profile
Jun 29, 2008 10:16 PM #171801
Stick figures in general are not copyrighted. So long as you avoid any distinct styles, you should be fine.

One thing you need to watch for, is that (assuming you're using flash) you need to have a professional version of it. Educational or questionable versions will not do if you intend to profit.

Also, I think the advertising rule is more for random ad spamming and annoying referral sites. Mentioning that you're making a stick-figure game is allowed, I would imagine. (Although I'm not a mod, so take it with a grain of salt)
kayrel

Posts: 0
Joined: Sep 2025
Jun 29, 2008 11:02 PM #171837
Thanks alot for response.

No were not using Flash, it will be built from scratch and very closely ressembling XNA, but not for it (don't know if that made sense). I guess we want more control over what we do. Also, using the SDK from Steam so, that will help for other things.

I know what you mean by using educational and questionable versions. The moment you make money is the moment they monitor your computer for things like that. Then the real trouble can come in.

Thanks again.