UPDATE Aug 12, 2012: I have two new ideas, non-Flash image upload and wiki licenced under a free culture licence.
A week ago @csolisrmentioned my blog post (Note that I am not a FSF member or FSFE fellow) and in light of that, I decided to make this addendum. A comment by King Tony says, “At the same time, our FOSS friend did a very, very poor job of explaining his position, as well. If you’re going to walk into the middle of the fray, at least come armed.”
I agree I handled it poorly. Truth is, I tried to prepare the best I could, but I am very inexperienced. I can only apologize and try to do better next time. I also feel differently about a few minor points now, namely free culture after reading @cwebber’s views.
The question I have been asked the most is why do I follow a site that covers games that I refuse to play. It is simple, I still find Giant Bomb’s videos entertaining and I enjoy watching them.
About LibreJS, I have it disabled at the moment because it makes browsing very slow and I’m not sure why. I don’t think NoScript is as slow. It’s almost as if the searching for contact links to complain is the culprit.
However, in my conversation with @csolisr, he said “Filtering every single JS code in an HTML5-driven world is indeed slow as heck. Still, avoid as many nonfree sites as you can.” Indeed, making your website free as in freedom is beneficial whether you use LibreJS or not, and from my point of view, whether you notice it or agree with it.
March’s Molyjam was the first I had heard of a game jam. A game jam is a gathering of developers, artists, and other creatives over a short time during which a collective effort is made to make one or more games. The Molyjam was a game jam where you could make a game based on any of the tweets of @petermolydeux, a parody Twitter account of Peter Molyneux. This caught my attention because there was a possibility that we would get free software games out of it.
Unfortunately, the licencing of Molyjam games is where it went wrong. The submission was binary only and they decided to use Creative Commons licences for software, which is not recommended. Because of this, all Molyjam games were proprietary. Separate source code releases could be done by the developers but they wouldn’t be linked on the Molyjam website.
What they should have done is allow developers to submit binary and source code, use Creative Commons licences specifically for the assets only, and allow participants to use a free or proprietary licence for the code. That would have pleased everybody.
That is why I was excited to hear about the Liberated Pixel Cup, a two-part competition and joint venture between the Free Software Foundation, the Creative Commons, Mozilla, and OpenGameArt.org. Phase one of the competition is to build a set of artwork that’s dual licensed under CC BY-SA 3.0 and GPLv3. Phase two of the competition will be building GPLv3 or later games that incorporate artwork from the artwork building phase of the project. It’s first phase launched this past Friday, and I invite you to take part in it!
I use LibreJS, and most parts of Giant Bomb is unusable, such as comment posting, watching videos (That is not Gnash/Lightspark- compatible or HTML5 WebM anyway.), blog posting etc. Here is a guide on how to do this.
HTML5 WebM player and WebM downloads.
H.264 is a patent-encumbered format and shouldn't be supported. It doesn't matter which is more popular or technically superior.
Ability to pull in StatusNet dents into GB.
Support for federated StatusNet instead of only Twitter would be appreciated. It has a Twitter-compatible API and thus would be easy to implement.