Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.
UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.
The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.
Two things found by actually looking at the screen, which is the point:
- The FIRST version of this styled nothing. A Control inherits its theme from
Control ANCESTORS only, and the chain breaks at the first plain Node or
CanvasLayer -- which is every screen here. get_window().theme set the
property, changed nothing, and read as correct. check.sh, 458 tests and a
clean smoke run all passed with the entire interface unstyled. The theme
test now instantiates every screen and asks what its buttons resolve.
- The settings screen showed Fire bound to the right mouse button, because
the test suite was writing the player's real user://settings.cfg --
rebinding calls save() and nothing had redirected the path. Settings.path
is now redirectable, the fixture points it at a scratch file, and a test
asserts the default is still the player's own.
tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.
check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
6.7 KiB
Asset packs and attribution
The packs themselves are not in git (see
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 is three sprite sheets, four sounds and twelve small
UI sprites. Sprite rects and sound paths are all declared in one
place, 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.
Licence findings
Checked against each pack's itch.io page, and against the licence file the pack itself ships where there is one. Two of the five forbid redistribution, which is what publishing a repository containing them would be — so they are not in the repository.
| Pack | Licence | Commercial | Credit | In this repo? |
|---|---|---|---|---|
| 0x72 DungeonTileset II | CC0 1.0 (public domain) | Yes | Not required | Yes — assets/sprites/dungeon_tileset.png |
| Helton Yan Pixel Combat | CC BY 4.0 | Yes | Required | Yes — assets/audio/sfx/ |
| Complete UI Essential Pack | CC BY 4.0 | Yes | Required | Yes — assets/sprites/ui/ |
| Fire Pixel Bullet 16x16 | Custom | Free tier non-commercial; paid tier allows commercial | Encouraged | No, at any tier — local only |
| 750+ Effect and FX Pixel All | Custom | Free tier non-commercial; paid tier allows commercial | Encouraged | No, at any tier — local only |
The blocking clause
Both bdragon1727 packs state, verbatim:
You cannot do: Resell / redistribute this asset.
And the paid tier of the FX pack is no better for this purpose:
You can NOT re-distribute the file, no matter how much you modify it you can use it but not share or re-sell it.
Putting those files in a public repository distributes them to everyone who clones it, which is squarely what that forbids. Paying for the commercial tier does not unlock it — the restriction survives payment and survives modification.
So they live in assets/local/, which is gitignored. Art.bullets_texture()
and Art.impact_texture() load them at runtime if present and return null if
not; the bullet renderer falls back to a generated dot. Verified both ways: with
the files present the game uses them, and with them hidden the suite still
passes 156/156 and the game runs.
This is also why nothing there may be preload()ed — preload resolves at
compile time and would fail the build on every machine that lacks the files.
The UI pack is the easy case
Crusenho's Complete UI Essential Pack ships its own License.txt naming
CC BY 4.0 outright, with the licensor and store link spelled out. That permits
redistribution and commercial use, so unlike the bullet and FX packs a subset of
it is committed — twelve PNGs, 48 KB, under assets/sprites/ui/, listed in
UiTheme.TEXTURES.
Only what the game uses was copied rather than all 98 sprites: each committed
PNG costs a Godot .import sidecar, and a directory of files nothing references
is a directory nobody prunes. The rest stays in the untracked pack.
The obligation it creates is the same one the audio creates — see below.
Two obligations this creates
-
Two packs are CC BY 4.0 and require attribution — Helton Yan's audio and Crusenho's UI art. A file in the source tree does not satisfy that once the game ships, because a player who downloaded a build never sees it. Done: Settings → Credits shows the same list, built from src/core/credits.gd, including a link to the licence text as CC BY asks.
tests/unit/test_credits.gdasserts every source there also appears in CREDITS.md and in this file, so the three cannot drift apart. -
Both bdragon packs are non-commercial in their free tier. Buying the full tier does fix that — confirmed verbatim from the FX pack's paid licence: "You may use these assets in personal, commercial or non-commercial projects."
It does not fix the repository problem. The paid licence's very next sentence is: "You can NOT re-distribute the file, no matter how much you modify it you can use it but not share or re-sell it." Redistribution is forbidden at every tier, so paying moves these assets from local-only-and-non-commercial to local-only-and-commercial. They cannot be committed to a public repo at any price.
The only route that puts bullet and FX art back into the repository is replacing it with something permissive (CC0, or CC BY with attribution), which would also remove the local-asset fallback machinery.
Not in use
assetpacks/considering_dont_use_yet/ is the "not chosen" marker and nothing
there is referenced. 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.
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. Art is Stage 2 in
ROADMAP.md; everything currently on screen is drawn from
primitives plus one runtime-generated dot texture.
Placeholder art worth revisiting
- Warden's Ration draws as a gold flask (
Art.ITEM_ICONS[1]). The 0x72 tileset has no food sprite, and the item is deliberately useless flavour, so a recoloured flask stands in until the art pass. It reads as a potion, which is the wrong thing for it to read as.