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Salty the Geek
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Below is a list of resources if you don't know where to begin (NOTE: I cannot, in good faith, offer the links):
1. Engines & Tools
- Game Engines: Provide links to engines that are commonly used and beginner-friendly:
- Godot — Open-source, great for 2D/3D games, lightweight.
- Unity — Popular for 2D/3D games, with an asset store and many tutorials.
- Unreal Engine — Excellent for high-fidelity 3D games, free with royalties after a certain revenue threshold.
- GameMaker Studio — Easy to use for 2D games, great for rapid development.
- Construct — A drag-and-drop engine for 2D games, beginner-friendly.
- Defold — Lightweight, open-source engine for 2D games.
- Redot — Godot Fork, great for 2D/3D games. Also light weight.
- Code Libraries & Frameworks:
- Love2D (Lua-based)
- Phaser (JavaScript-based for HTML5 games)
- Cocos2d (C++/Python-based for mobile and desktop games)
- Tiled (map editor for tiled maps, often used with engines like Godot or Unity)
2. Asset Resources
- Free Asset Libraries: Provide a collection of free and royalty-free assets to speed up the game creation process:
- OpenGameArt.org — A huge collection of free game assets for all genres.
- Kenney.nl — Free game assets with high-quality 2D and 3D art packs.
- Itch.io — Many creators share their game assets for free or at affordable prices.
- CraftPix — A marketplace with free and premium pixel art assets.
- GameDev Market — A collection of free and paid assets.
- Sound & Music Libraries:
- FreeSound.org — A community-driven platform for free sound effects.
- Incompetech — Royalty-free music library by Kevin MacLeod.
- Bensound — Another royalty-free music resource.
- opengameart.org (Sound Section) — Free sound effects for games.
- Kenney Sound Packs — Sound effects to accompany visual assets.
- Font Resources: Free fonts can help style games quickly:
- Google Fonts — A huge variety of web-friendly fonts.
- DaFont — Popular for free fonts, including creative, vintage, and pixel fonts.
- Font Squirrel — A great collection of free, high-quality fonts.
- UI Kits: Ready-to-use user interface (UI) elements:
- Kenney Game Assets — UI packs (buttons, bars, icons, etc.).
- GameDev Market — UI kits for quick prototyping.
- CraftPix — Includes UI asset packs with buttons, progress bars, and HUDs.
3. Tutorials & Learning Resources
- General Game Development:
- Game Design Workshop — An essential resource for understanding the principles of game design.
- Brackeys YouTube Channel — Tutorials on Unity, programming, and game development.
- GDQuest — Free and paid tutorials for Godot engine development.
- GameMaker Studio Documentation — A helpful guide to using GameMaker Studio.
- Specific Engine Tutorials:
- Godot Engine Documentation — Official tutorials and docs for Godot engine.
- Unity Learn — Unity’s free learning platform with tutorials, courses, and projects.
- Unreal Engine Docs — Official documentation and tutorials for Unreal Engine.
- Game Art & Animation:
- Pixel Art Tutorial Series — Tutorials for creating pixel art games.
- Blender for Game Dev — Learn how to make 3D models and animations in Blender for games.
- Aseprite — An essential tool for creating pixel art with tutorials available online.
- Animation Resources — Free tutorials for animating in Photoshop, Spine, or any other animation software.
- Sound and Music:
- How to Make Music for Games — Guides on creating soundtracks for games.
- Music Production for Games — Learn how to create background music and sound effects for games.
4. Game Jam-specific Resources
- Game Jam Templates: Help participants with basic templates (e.g., a starter template for Godot or Unity):
- Godot Starter Kit — A minimal framework with basic controls and a character controller.
- Unity 2D Template — Basic template for 2D games to speed up prototyping.
- Phaser Game Starter Kit — A basic game template for HTML5 games using Phaser.
- Game Jam Support Communities: A place for participants to connect and find help:
- Discord Channels — Set up an official Discord channel for participants to discuss, share progress, and get feedback.
- Reddit — r/gamedev or specific threads related to the jam.
- Twitter/X Hashtags — Encourage people to use hashtags like #TwoWeeksToShip to track progress and share their journey.
- Prototyping & Time Management Tools:
- Trello — Organize tasks and track progress during the game jam.
- Notion — For organizing and planning game development.
- Miro — Online whiteboard for brainstorming game ideas or level designs.
- Airtable — For managing resources, tasks, and teams in the jam.
- Debugging & Optimization Tools:
- Repl.it — For quickly testing code in a browser environment.
- Raylib — A simple game programming library that works well for prototyping.
- Visual Studio Code — A lightweight code editor with tons of extensions to help with debugging.
5. Additional Tools
- Version Control:
- GitHub or GitLab — For keeping track of changes in code and sharing projects between team members.
- GitHub Desktop — A simple way to interact with GitHub, ideal for beginners.
- Art Tools:
- Krita — Free open-source software for digital painting.
- Aseprite — Best for pixel art and sprites.
- Inkscape — Vector graphic design software for creating scalable assets.
- 3D Tools:
- Blender — Free and open-source tool for creating 3D models, animations, and textures.
6. Game Testing & Feedback Tools
- Itch.io — You can encourage testers to play games and provide feedback via comments on the game page.
- Playtest Cloud — If you want participants to gather feedback from a wider audience.
- UserTesting — Get access to real people to test the game and give you specific feedback.
Aseprite has a way that you can install it for free. Just google Aseprite free download. Its the first reddit post that pops up "Aseprite is free" in r/PixelArt. That will get you that suite for free. The ONLY issue is that you have to reinstall it every time you want the latest version. That said, there's libresprite (forked off of Aseprite after it went paid) that isn't as robust, but just as good (since it is a fork of the original).
Good luck, Ken Master!
Fair question, thank you (in earnest). I believe those who forked the engine did so in good faith, regardless of what led to that decision. There’s a post (and a YouTube video of the same content) that explains why they actually made the fork.
I don’t close my ears to others’ opinions, but I do choose who I do business with. If I disagree with what they stand for, I choose to do business elsewhere.
As for the engines themselves: I refuse to support an engine (or by extension, those who use it as a platform) that takes a political stance, regardless of the stance, when its entire purpose is to make my computer go brrrrrrr. It’s literally that simple.
What really drove me away was seeing how much Godot’s PR and W4 Games have leaned into politics and even silenced people who prefer to keep politics out of the conversation. An engine isn’t a person. I pay for a tool to serve its purpose. If that tool decides its opinions are more important than its function, it loses a lot of value to me.
Look up my old moniker on r/godot (u/kamikazecopilot), I was a staunch supporter of Godot. That is until the moderators started to ban anyone who disagreed with the post on Twitter then banned discord users who asked why. It was a big thing and I won't support Godot even though I still love the engine as a tool.
You didn’t read the mission statement I posted or check the website for yourself. The fork wasn’t created “because of politics.” Politics were the final straw. Those are separate issues. From my reading and discussions with the Redot community, this fork was made in good faith, and until shown otherwise, I’ll stand by that.
Redot is only a few months old. Meanwhile, W4 Games is steering Godot toward corporate-driven features while a massive backlog of PRs goes unresolved. That’s easy to verify. Redot exists to correct that imbalance.
What matters most is whether the fork improves the ecosystem and addresses problems Godot hasn’t. That’s what I’ll be watching. Understand that I'm not blindly following Redot, either. I'll just as easily use PyGame if it comes down to it.
For context: I’ve been a long-time supporter of Godot, since just before the 3.1 release. It was always at the top of my list because it’s open source and backed by a helpful community. Over time, though, shifts in leadership and moderation changed that. I still love the engine itself, and you can verify that under my old moniker kamikazecopilot on the subreddit, where I often voiced support of the engine and other developers. But I cannot support the direction of those currently in control. Anyone who criticized moderation or raised concerns was silenced or banned outright. That hard stance felt authoritarian, and I refuse to stand behind it.
To your first point: okay? Whether or not that's true is moot to this project. The engine is a tool and by nature is apolitical. It's the mods and the higher-ups that are the problem by pushing am agenda into the Godot engine. That's not okay. I don't use my various statuses to grandstand on any ideology and neither should those in charge of the engine.
To your second: I've not committed anything to Godot's or Redot's code bases and it doesn't matter whether or not I've done so. I spent hours on the Godot subreddit helping budding developers with their issues with their projects for a long time, not that that matters, either. Your dig at me on a personal level is truly meaningless and a reflection of your spiteful personality. I feel sorry for you that you need you hurl insults at someone who just gave information.
There's a lot more to it than just different colors. Yes, it was forked from Godot. But if you read the mission statement about the engine, you'd learn that there's a lot more to it.
- Unity’s missteps (retroactive runtime fees) drove many devs to Godot, which felt like a welcoming open-source home.
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Over time, Godot’s moderation and social media became politicized — culminating in the "#Wokot" post, which many saw as the official team taking a political stance. Users who disagreed or questioned this direction were often banned from Discord, X, or GitHub.
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This broke trust between the Godot team and parts of its community, convincing some that the engine was no longer community-first.
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Additional concerns included thousands of unaddressed PRs and corporate influence over development despite large donations.
Redot’s mission:
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Provide an apolitical, inclusive, and community-driven alternative where developers can focus purely on making games.
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Ensure no exclusion for personal beliefs, backgrounds, or opinions.
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Deliver bug fixes, features, and governance shaped by the community rather than corporate or ideological interests.
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Operate transparently and without exclusionary codes of conduct.
The core idea: “Your game, your rules — now and forever.”
You can read about it from the official blog: https://www.redotengine.org/blog/redot-why-we-forked
lol. No big deal. I am a programmer by trade. I swear if I were to read some of the code that I've written in the past (I am notorious for not commenting because "my code is self-commenting"), I would hate that programmer. lol
Thank you for getting back with me! I am going to be purchasing the bundle here soon! :)
I want to say that yesterday, I was upset at other things and you were a catalyst. I do earnestly apologize.
Getting back to verbiage, the English language is tough and I don't know of a word you could use, honestly to communicate "complete until this point".
The fault falls on me, not you. I didn't fully read. I appreciate you trying to accept responsibility for something that wasn't your fault, but the truth is, that is mine. I apologize.
In a token of good faith, you asked to be tagged in any projects being made with your set. I have a YouTube channel if you're interested in the skut aspect of putting a game together. I'm on the boilerplate stage of the development process. Also, I plan on subscribing to the patreon because it is a great deal.
Again, I apologize. Don't change what you have because someone failed to read.
I purchased this pack a while ago. I started using the assets and re-downloaded all of the assets for this current project I'm working on. I found that I am missing the last ten releases to this all-inclusive bundle. How do I go about getting those ten items?
Edit: Now I understand. I read the entry for this one. You're wanting people to purchase the entire bundle first, then subscribe to the $3 tier to continue to keep their "complete bundle" complete. That is deceptive. I fully disagree with this practice and have no intention of purchasing anything else from you. If it is labeled as "complete", then all future releases should be included with the "complete" bundle.
NOW! To play self-devil's advocate, there's a probability that you don't have a mechanism to bundle the new packages in with the bundle as more assets are released. I just, mainly, disagree with the verbiage of the bundle and the assumptions that come with it.
I purchased pack 1 this morning. I am interested in pack 2 once I get the game in my head into Godot and out in the world.
That said, are you still actively developing these sets? I think all of these sets are amazing. I am also interested in an NPC pack beyond the old man/men and the blacksmith.
Keep up the great work Rafael! I love your work! :)
Fair enough. I had export issues as well. Godot's 4.0.3 export template mirror wasn't available. :( As such, the "capture area" of my game isn't visible. I guess I should just go ahead and re-configure the game since I am already over 3 hours. I don't know.
Either way, I had fun bumping into other Yellow-5 molecules trying to get away from Florida Man! :)
...into my game creation. Professional VBA programmer, working in Godot 4.0.3. I think that I am going to go over my time (even with the simple game idea). Essentially, this game will be an MVP that I might extend into a mini-game.
I am using 0x72's Dungeon Tileset II. I am about 30% completed with the monster, 10% completed with the player, and 5% completed with the level. No sounds yet. :\ I am going to have to dig into my sounds library and pull some rando's out.
The level is tiled out properly, I just need to adjust for size and some programming on it. Let's see what happens, eh?







