# Asset packs and attribution The packs themselves are **not in git** (see [`assetpacks/README.md`](../assetpacks/README.md)), which means their bundled licence files are not either. This file is the record that survives. Keep it current when a pack is added or removed. ## How assets get from a pack into the game `assetpacks/` carries a `.gdignore`, so Godot skips it entirely — nothing there can be referenced from a scene or script. Files are copied into `res://assets/` in game-ready form, and only then imported. The tree is 3.9 GB and `tools/check.sh` runs `--import`, which would otherwise walk all of it every run. What is in the game today totals **548 KB** across seven files: three sprite sheets and four sounds. Sprite rects and sound paths are all declared in one place, [src/view/art.gd](../src/view/art.gd), and `tests/unit/test_art.gd` asserts every rect lands inside its texture — a wrong atlas coordinate does not error, it silently draws the wrong pixels. ## Packs All four are the **free** versions. Source URLs are recorded because the packs themselves are gitignored, so their bundled licence files are not in the repo. | Pack | Source | In use | Licence | | --- | --- | --- | --- | | 0x72 Dungeon Tileset II v1.7 | https://0x72.itch.io/dungeontileset-ii | Terrain, player, enemies, boss → `assets/sprites/dungeon_tileset.png` | Confirm at source. Widely distributed as CC0 by Robert Norenberg (0x72); the bundled README is technical, not legal. | | Fire Pixel Bullet 16x16 | https://bdragon1727.itch.io/fire-pixel-bullet-16x16 | Bullets → `assets/sprites/bullets.png` | Confirm at source (free version). | | 750+ Effect and FX Pixel All | https://bdragon1727.itch.io/750-effect-and-fx-pixel-all | Impact effect → `assets/sprites/impact.png` | Confirm at source (free version). | | Helton Yan — Pixel Combat | https://heltonyan.itch.io/pixelcombat | SFX → `assets/audio/sfx/*.wav` | Confirm at source (free version). | ### Not in use `assetpacks/considering_dont_use_yet/` is the user's own "not chosen" marker and nothing there is referenced by the game. It contains RF Catacombs v1.0 (public domain per its bundled `public-license.txt` — free for personal or commercial use, credit appreciated, no reselling; artwork by Szadi art), plus Tiny RPG Character Pack 02 and neo_zero demos, whose terms are unrecorded. ### Still to confirm Free itch.io packs vary: some are CC0, some require credit, some restrict commercial use, and "free version" often carries different terms from the paid one. Four rows above say *confirm at source* — do that before a public build, and if any require attribution, the credits screen does not exist yet. ## Converting audio before use Helton Yan's pack is 24-bit / 96 kHz stereo — studio masters, averaging ~2 MB per file and 5 MB at the largest. That is roughly a hundred times what a game needs for a gunshot. Downsample to 16-bit / 44.1 kHz mono before copying anything into `res://assets/`. Godot imports `.wav` losslessly and keeps it in memory uncompressed for low-latency playback, so the source format is what you pay for in RAM and in export size. ## Where converted assets go `res://assets/`, which is committed and imported. See [`assets/README.md`](../assets/README.md). Art is Stage 2 in [ROADMAP.md](ROADMAP.md); everything currently on screen is drawn from primitives plus one runtime-generated dot texture.