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With *most* of the sfx out there, you usually don't have to worry as long as you
* Are not making big profits from it
* Give due credit
* Do not modify it
As far as mp3 licensing goes, it's nearly the same. On the [website](http://mp3licensing.com/help/index.html#4) he linked it even says this:
> A license is needed for commercial (i.e., revenue-generating) use of mp3. However, no license is needed for private, non-commercial activities (e.g., home-entertainment, receiving broadcasts and creating a personal music library), generating annual gross revenue less than US$100,000.00.
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Thanks for the reply. I was looking at [this page](http://mp3licensing.com/royalty/games.html), which only says licensing is needed if distributing less than 5000 copies (and I don't think that can apply to games publicly available on a website). Side note, do you understand what it means by mp3 vs. mp3PRO? That site really isn't very clear.
Even the paragraph you quoted is ambiguous. These games are public and generate ad revenue, so they can't be considered private or non-commercial, and the "generating annual gross revenue" clause seems to refer to only such activities. As in, "no license is needed for private activities generating revenue less than $100k."
Furthermore, the "links" section below that paragraph goes to the Music Services tab, which shows the same Note. The Games tab shows no such note, implying that this note doesn't even apply to games in the first place.
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Yes that page does indeed suck.
mp3 and [mp3Pro](https://en.wikipedia.org/wiki/Mp3PRO) are different file formats. The PRO was supposed to be a replacement of mp3, but it was abandoned because of lacking support.
The paragraph I quoted I did clean up to make it less wordy. Sorry if that confused you. Here, how's this?
> Making more than ~~$10k~~ $100k USD? -> get license
Kongregate does indeed generate revenue but the amount is insignificant. For every 10 plays a game has, Kong makes about 3 cents. To give you an idea, this is my [revenue summary](http://i.imgur.com/fdX7f6C.png). The math says you need about 33 million plays to make $100k in ad revenue.
It's not worth a lawyer's time and money to sue a hobbist who makes next to nothing. They tend to go after the big guys that make mp3 players, phones, and television sets. Additionally all of the patents for MP3 will expire by [December 30, 2017](https://www.tunequest.org/a-big-list-of-mp3-patents/20070226/).
Honestly don't worry about it. Put mp3s in your game if you want to.
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You mean $100k. And I understood that much, just not whether it applied to this kind of use. I didn't realize it wasn't a direct quote, though.
Looking at the actual site, it only mentions streaming/broadcast services or physical media. In that case, it seems like no license is needed for digital games at all (so long as they don't serve as juke-boxes).
It's good to see that that the patents will expire soon. Most of them are already expired, which makes me wonder how much of that site's content is outdated. Maybe this thread could be updated, because the way it insists that mp3 "requires a license in order to use" gave me the wrong impression.
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Quick note.
For those of you who are really on top of their JavaScript game I highly recommend you write your code using ES6 then transpiling it back to ES5 during the "build" stage using a transpiler like [babeljs](https://babeljs.io/). Build is in quotes because JavaScript applications usually have a series of transpile/post-process scripts instead of a traditional compilation step in order to get the end product.
One of these days I will write a small tutorial showing how to set up an ES6 application and the proper toolchain.
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I'd love to see that Endless.
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So a few months ago, I realized that it's finally time to let as3 go and learn javascript. Already, I'm feeling like I downgraded for a number of reasons, but there's one thing that's really bothering me and maybe you guys/gals/whatevers can help. Is there *any* way to create static class variables in javascript?
```
class Food
{
const TUBER = "Potato"; // this causes an error
// class stuff/constructor/etc here
}
```
```
class Food
{
// class stuff/constructor/etc here
}
Food.TUBER = "Potato"; // this is asinine and isn't a constant, but it works I guess...
alert(Food.TUBER); // Potato shows in the popup
```
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It's because the classes in Javascript ES6 use strict mode. It only expects fuctions to exist there. You can however include your constants in the constructor, but they again they won't be constants. Really you can't make it constant without making the entire object a constant.
Javascript is a very loose language without rules. The ES6 and 7 versions are suppose to add these rules to it, but it's still a work in progress.
```
class Food {
constructor () {
this.TUBER = "Potato";
}
}
let food = new Food();
alert(food.TUBER);
```
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Oh I mean static constants specifically. In my transition from AS3 to Javascript, I've been cobbling together Javascript versions of the more useful classes I've made through the years, as well as some of the more useful things from Actionscript. (such as Key.isDown(Key.CTRL)) functionality) In this particular example, Key.CTRL *should* be a static constant, but the best solution I've come up with so far is declaring them as variables after the end of the class block, as seen in the second example of my previous post. I was just hoping for a better way to do that, but I guess it doesn't exist. Yet!
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[Take a gander](https://www.iis.fraunhofer.de/en/ff/amm/prod/audiocodec/audiocodecs/mp3.html)
It seems as of 4/23, we no longer need a license to work with mp3s. (yay)
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My canvas shows up, but my hero does not. Brackets says I have no errors in my code, and everything looks fine, but my little blue box won't show up in my canvas. Any ideas? (I would quote the section of this tutorial but idk how xD)
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> *Originally posted by **[SoDaBearJess](/forums/4/topics/640187?page=3#11498027)**:*
> (I would quote the section of this tutorial but idk how xD)
Press the "quote post" button next to the post, and then edit out everything that isn't relevent :)
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> *Originally posted by **[SoDaBearJess](/forums/4/topics/640187?page=3#11498027)**:*
> My canvas shows up, but my hero does not. Brackets says I have no errors in my code, and everything looks fine, but my little blue box won't show up in my canvas. Any ideas? (I would quote the section of this tutorial but idk how xD)
Could you show me your code?
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last line (you can't see it in the screenshot)
function runGame()
{
gameCanvas.getContext("2d").clearRect(0, 0, gameCanvas.width, gameCanvas.height);
drawTheHero(gameCanvas.getContext("2d"));
}
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Oops, I guess i should also show you the output when you open the html file

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> *Originally posted by **[SoDaBearJess](/forums/4/topics/640187?page=3#11498027)**:*
> My canvas shows up, but my hero does not. Brackets says I have no errors in my code, and everything looks fine, but my little blue box won't show up in my canvas. Any ideas? (I would quote the section of this tutorial but idk how xD)
Based off your code picture, I have two solutions for you. You seemed to miss a critical part in your html file, which is the trigger for the 'start loading' function.
```
<script>
startLoading()
</script>
```
However, you can fix this in an alternitave way, by editting the following fields:
In HTML:
```
<script type="..." src="..." defer></script>
```
In JS:
```
startLoading();
...
```
The defer keywork will cause the Javascript file to start after the HTML file has finished loading. Inside the JS file, you trigger the startLoading function as the js file is loaded. I prefer the first solution, but this is an alternative that you might like.
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> Based off your code picture, I have two solutions for you. You seemed to miss a critical part in your html file, which is the trigger for the 'start loading' function.
>
> ```
> <script>
> startLoading()
> </script>
> ```
>
> However, you can fix this in an alternitave way, by editting the following fields:
>
> In HTML:
> ```
> <script type="..." src="..." defer></script>
> ```
>
> In JS:
> ```
> startLoading();
> ...
> ```
>
> The defer keywork will cause the Javascript file to start after the HTML file has finished loading. Inside the JS file, you trigger the startLoading function as the js file is loaded. I prefer the first solution, but this is an alternative that you might like.
Thanks! this worked, i appreciate it.
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Just wanted to throw in: It is possible to write HTML5/WebGL games with Java. There is a nice Java game development framework out there, called libGDX. You can write your game in Java, and at the end compile it to js with Google Web Toolkit.
Advantage of using libGDX:
- If needed, your game is runnable native on Android
- If needed, your game is runnable native on Desktops
- You don't have to start from zero, there are much examples for libGDX games and of course, libGDX provides a lot of code not needed to reinvent.
Of course, there are also drawbacks. But if you feel like this:
> So a few months ago, I realized that it's finally time to let as3 go and learn javascript. Already, I'm feeling like I downgraded for a number of reasons
Then you should give it a try. :-)
P.S: Check my games for examples. They are made with libGDX.
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> *Originally posted by **[MrStahlfelge](/forums/4/topics/640187?page=3#11544614)**:*
> Just wanted to throw in: It is possible to write HTML5/WebGL games with Java. There is a nice Java game development framework out there, called libGDX. You can write your game in Java, and at the end compile it to js with Google Web Toolkit.
>
> Advantage of using libGDX:
> - If needed, your game is runnable native on Android
> - If needed, your game is runnable native on Desktops
> - You don't have to start from zero, there are much examples for libGDX games and of course, libGDX provides a lot of code not needed to reinvent.
>
> Of course, there are also drawbacks. But if you feel like this:
> > So a few months ago, I realized that it's finally time to let as3 go and learn javascript. Already, I'm feeling like I downgraded for a number of reasons
>
> Then you should give it a try. :-)
>
> P.S: Check my games for examples. They are made with libGDX.
So that's why there are Java games on Kongregate... Always thought that Java was browser supported if you had it, but it was a pain for the developers of a game website like this one to embed it in webpages and maybe 1000 bytes of code to get it browser compatible. I learned something new today :).
I program mostly is HTML5/Javascript, but if you asked me what my second (third?) best programming language was, I'd say Java. I don't know AS3 at all, though, so I don't have to spend a couple months crying and letting go of it.
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> *Originally posted by **[orkunkarag71721](/forums/4/topics/640187?page=3#11545513)**:*
> Is it possible to upload a game from Gamemaker Studio 2 ??
The games I've uploaded come from both Gamemaker Studio and Gamemaker Studio 2, so yes it is possible. I cannot quite figure out how to get saves to work though, but I'm still a noob at it.
It's complex to explain, but in short you'll need the HTML5 extension, and when uploading the game, you upload the index file as the 'main game' and then include the folder the actual game is in in the 'additional files' folder.
(You can also upload a kongregate shell for high scores as the main game instead, but the file isn't online anymore- I have a few copies of it saved though and I can share it, though.)
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