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Hi again. I hope that's not too much already but I would also like to put some of your demo assets into 2 more repos - of course with proper attribution, as with the first one. I see that you explicitly put CC-BY license here, which actually permits such use, but I'm still asking to be sure, because other artists with similar asset pack models (limited free + full paid) I've contacted before were strictly against redistribution of their free assets - even just as part of non-commercial open-source projects, even with full attribution and direct links to their itch store.

Now a full disclosure of what I have in mind. About half year ago I came up with an idea of building pixel-art top-down game, with one of the focus points of being really accessible - in a sense not requiring installing apps (at least not for demo version) and playable even on cheap smartphones - after all, even the cheapest devices nowadays have way more computing power than SNES, for example. Looking through open tools I ended up with going for Phaser as a base engine, with Tiled as a level editing tool, plus some CLI utilities for converting asset pipelines - even though I'm for example aware that with Godot I could have much faster progress, without having to build so much stuff. IDK, maybe that's also my NIH syndrome, or just stupid perfectionism, but I went with what I went. Over past half year  I did indeed progress with both the game itself and tooling for it, but as I was also always a fan of open-source, I wanted to make the tooling I make accessible as well. Maybe even get contribution, if I get really lucky. Now there is a problem - I can open-source tooling and libraries, but without some nice and catchy example uses, a lot of people would feel challenged. So here comes the question of assets.

So, my intent for the nearest time:

* update my already open-source project with CLI tools (https://skhoroshavin.itch.io/pixel-tools) with examples - to be precise - with a couple of small Tiled maps using your demo versions of your Tiny RPG Green Wilderness and Nearby Cave tilesets, to demonstrate capabilities of "repack" tool, and use your Font Pack II to demonstrate new tool "fontpack" for scanning through bitmap fonts, creating BMFont xmls consumable by Phaser BitmapFont renderer (much faster than ttf actually) and repackaging multiple font atlases into a single texture for faster loading on end device - this new tool I didn't yet open source, but draft is already there, and I actually used it to make your fonts to work with Phaser in that PixUI demo I've released on Monday

* extract code for building top down games in Phaser in a similar way I did with UI library, and publish it also under MIT License, together with an example map, very simple character animation, and an example of already set up asset pipeline that converts raw assets (fonts, tilemaps) into optimised for use in a game. So, there I'm also planning to put fonts, two aforementioned tilesets, plus a couple of prebuilt characters from your demo of Char Workshop I

After that - we'll see. I'm planning to continue improving tooling and libraries, as I need for the game I'm building (frankly speaking - using other asset packs, for a variety of reasons), but as it is a hobby, and I also have a family, I'm not even sure that I'll ever finish it, maybe I digress and at some point decide to release something simpler, and totally different from what I originally intended - but at least tools that I build in process will be open, maybe that would be of some help for someone.

Okay, that was already pretty long post, hope it doesn't look like a weird brain dump :) So, please let me know if you're okay with my intended use of demo versions of your assets.

(+1)

I appreciate you coming forward to ask more about the license! It is, indeed, CC-BY. I actually should write my own license for these since the only no-no for me is people re-selling these assets and/or claiming these are of their own making. But yeah, add the credit anywhere you find it plausible/feasible - no nitpicking there - and we are gold, redistribute it with your tool to your heart’s content!

I really like that you have a very solid plan set and I am more than happy to be able to contribute to it in such a small manner. If you need more complex proof of concepts I will gladly hand you a key for each full tileset I have now and a couple more there are to come - but, for these, I would ask to not redistribute the full version, of course.

Let me know your thoughts!

Oh yeah, also let me know if you find any weirdness on the fonts. I am still a newbie when talking about fonts and I know that some improvements can be made, especially regarding the kerning pairs.

> But yeah, add the credit anywhere you find it plausible/feasible - no nitpicking there - and we are gold, redistribute it with your tool to your heart’s content!

Thank you, will of course do!

> I am more than happy to be able to contribute to it in such a small manner

Thank you again, but it is no way small manner - as I'm a software engineer, and totally not an artist, having an ability to redistribute nice looking content as part of examples is a really big deal for me. Also, I guess you putting link back to my project gave me quite some traffic yesterday - and I hope one day that will become two-way :)

>  If you need more complex proof of concepts I will gladly hand you a key for each full tileset

No need - I stumbled upon your assets by buying that ICE out of Minnesota bundle, so I do have keys for majority of your assets, and a couple that were not included in that bundle I've bought in addition - both because I wanted to experiment with your portrait assets, and as a way to support you more

> for these, I would ask to not redistribute the full version, of course.

Again - for small examples accompanying software tools and libraries full version is not needed in any way - main thing is to demonstrate in a beginner-friendly way how to work with software, not throw some complex scenes. So, for repack tool I imagine most probably just an wilderness tileset would suffice, just to demonstrate (and also double-serve as an automated "smoke test") how that tool processes human-friendly data into tightly packed engine-friendly. Or for that other library I'm planning to open - just two tilesets, demonstrating how to build two interconnected maps, between which player can move. Something in this vein. And demo versions of your tilesets are more than enough for that purpose.

I might come up at some point with an idea of a small game, using full version of your assets, but that would be closed source definitely, so no worries there as well. And at this point I wouldn't look into future that far - even though so far things go more or less smooth, I did have some very surprising shit in last few years, including suddenly moving to another country with my family, learning new language and building life from scratch, while already being in 40.. yeah, I prefer not to make any too far-stretched plans anymore :D

> let me know if you find any weirdness on the fonts. I am still a newbie when talking about fonts

As I said - I'm not an artist, I earn for my living by being a backend engineer, so I'm even more newbie with that. But I did indeed modify roots font a bit (https://github.com/skhoroshavin/phaser-pixui/blob/main/example/public/assets/mana_roots.png), namely in the following ways:
* I've vertically elongated umlauts (these dots above ä, ö, ü) a bit, making them two pixel high each instead of one pixel, to make them more visible - and I decided to do that in "vertical" way instead of horizontal because it is how these are actually handwritten in Germany
* I've reduced height of all other accents and moved them a bit lower, so that total height of this font would go down and become comparable with normal latin letters - because I wanted to have one font that allows small line distance and hence more dense text

If you like it - feel free to copy back to your open font assets - it is CC0 anyways :) I also wish these fonts had Cyrillic symbols, but that's a stretch, I understand.