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I was glossing over the content directory to see how hard it would be to port this to iPad when I stumbled apon the XML file that has all the dialog. Then I saw the raw tiles for the Soulcaster part in a nice grid. Instead of porting I thought of making a lua scripted interpreter to put on little puppet shows.. *cough*
So I was wondering what the stances are on moding it? Making your own maps, levels, fanfic dialog, etc. All the content is in proprietary compressed xnb format so would it be ok to build a program that would extract the images to png? Not asking to upload the pictures to anywhere, just when someone installs the scripting engine I am thinking about, it would find the directory where the game is installed, extract the sprites to its directory and run them there.
Also, to be fair, while I am fairly good in C/C++/OpenGLES coding, I am also good at not finishing projects:P So is it ok to open source said engine using the BSD licence? It will be mainly coded around the cocos2dx engine as I am familiar with it on a bad iPhone game I made a month back and it being able to run on windows/mac.