Game Assets For Open Source Games? 42
Ron Harwood writes "As a developer of an open source game - and having zero artistic talent - I find one of the biggest challenges is finding graphics (and potentially sounds) that can be distributed freely. Are there any good repositories of game assets (tiles, sprites, 3D meshes, sounds, music, etc.) out there?"
Have to plug my own project (Score:5, Informative)
I've recently 'opened' the creative guts of my animated series (including concepts, technologies, artwork etc), and am in the process of releasing content bit by bit, and it so if you're interested, you can use and modify the stuff already up there at Dustrunners.com [dustrunners.com] or request new assets in the games stream [dustrunners.com] on the site.
It's just getting rolling, but I'm sure there's something there that could help you...
Lol... (Score:1, Troll)
Oh, right, don't feed the trolls.
Re:Lol... (Score:2)
Ok, thats my Anonymous Coward reply quota filled.
A big problem (Score:2)
If there isn't one, there should be. (Score:3, Interesting)
Start a sf project... (Score:1, Informative)
Re:If there isn't one, there should be. (Score:1)
Nice idea, not sure if it would work though.
Rip sounds from GPL projects (Score:3, Interesting)
Specifically, I took a couple of sounds for my user interface from Powermanga [linux.tlk.fr]. The license allows this kind of thing, so why not? In this sense my game is a 'derived work'.
There are of course public domain sounds, and indeed graphics, around. It seems pretty hard to find good ones that you can be sure are genuinely PD.
Re:Rip sounds from GPL projects (Score:2)
The least you could do is give credit where credit is due.
Re:Rip sounds from GPL projects (Score:1)
Fair comment, 'artwork' can be taken to include sounds.
I don't plan to put such credits on the front page as it is already cluttered with 'mandatory' copyright information. TLK Games are credited in the README and other files that come in the distribution, as are the font creators (I am distributing non-free fonts, in fact) and co-authors. I've now updated the page to more accur
Is The Opposite Out There? (Score:4, Interesting)
Re:Is The Opposite Out There? (Score:5, Informative)
Re:Is The Opposite Out There? (Score:3, Informative)
The thread is here [garagegames.com]. I'm not sure if it's in a public forum or not.
Re:Is The Opposite Out There? (Score:2)
Re:Is The Opposite Out There? (Score:2)
See also (Score:5, Informative)
See (Score:2)
Polycount (Score:4, Interesting)
Yes, but be careful (Score:4, Informative)
Some models on Polycount don't actually have a permissions statement, meaning that if you want to be picky, it may not even be legal for Polycount to distribute them. Some have non-commercial clauses in the readme, or other encumberances.
Some Q3 models use, or are based on, Quake 3 stock animations - I'm not sure about the copyright status of these, and whether they're a large enough proportion that the model counts as a derived work.
As for "Free" rather than "free", I haven't seen a model on Polycount yet that's freely modifiable, or meets the FSF or OSI guidelines for free software/open source software - so if you want open-source code combined with unmodifiable graphics, that's fine, but if you want your artwork to be licensed in the same way as your code, Polycount is unlikely to help you unless you specifically ask the authors for more permission.
Re:Yes, but be careful (Score:3, Insightful)
Quite true - on the other hand, the stuff on Polycount is a great way to have something to show. If your game is playable, you have a chance to build a bit of a fanbase, and to attract artists. Then you have a chance to get some really Free artwork.
But seeing as how the ratio to "game projects" to "game that are actually written" is very low, and that programmers (or people who think they are programmmers) appear to outnumber artists, I'd venture a guess it's pretty damn hard to get an artist to do some st
GarageGames (Score:3, Informative)
Assets (Score:3, Insightful)
If you want something done you have to rely on yourself. Don't wait for your key models person to come and save your project. Don't rely on anyone at all. Be sure of your concept, and allow it to grow via the process, but remember that it's yours and you are ultimately responsible for the success or failure of the project. Learn to do the aspects of the game you need yourself. Take the time to learn Maya, and learn Soundforge and learn Photoshop. If you really canâ(TM)t do art at all, you will need to team up with an artist, but I would limit your team to two members until you have a demo. Otherwise you spend all your time managing the team and no time producing your vision.
RPG Maker (Score:1)
But if you're looking for help with a more modern (i.e. 3d) game, if you're really on the lookout for talent, you should see if there are any universities around with graphic arts prog
Try here... (Score:3, Informative)
FPS/Quake type textures (Score:3, Informative)
http://www.quake.cz/winclan/qe1/
a few thoughts (Score:2, Insightful)
Re:a few thoughts (Score:2)
Often, a company making something Open Source needs a particular program to work but makes it open source to avoid development costs for something that isn't part of their core business.
Finally, some companies Open Source a project simply because th
Do it yourself (Score:5, Informative)
The last new programming language or algorythm you worked on took studying, right?
visit Learn To Draw [learn-to-draw.com] and surprise yourself!
you might not end up with the mona lisa, but you'll finish up with something better than the nothing you have right now.
When your game looks reasonable, there will be a better chance of attracting an "artist" to help you.
Re:Do it yourself (Score:1)
How about open source spirit, the people who know how to do something well working on what it is they do well? If you are going to get uptight about someone claiming to have no talent at something, at least respect their honesty. One person can't build good software alone, so why should they be expected to provide good game assets?
Not to mention that this utterly fails to address the need for sound fx.
Re:Do it yourself (Score:1)
The point was - do it yourself to some basic level to make it look good enough that an artist will be happy to help you along.
My game [coralquest.com] looked like complete shit until an artist added a few touches - especially the logo
Okay it still needs some work, but it's getting there.
If the game didn't exist with my primitive attempts, the artist wouldn't have been motivated to help.
On re-reading my intended helpful post does look a little cold - wasn't
Gamasutra? (Score:2)
Although maybe you folks want to look at Gamasutra [gamasutra.com]? It's certainly more company-oriented, but you may be able to find someone there...
Try here (Score:1, Informative)
Hmmm, I might be able to help once and awhile (Score:2)