The packs total 3.9GB, almost all of it Helton Yan's SFX shipped as 24-bit / 96kHz studio masters -- ~2MB for a single gunshot. Two guards, because they solve different problems: - .gitignore excludes the contents. The directory and its guard files stay tracked, so a fresh clone has the .gdignore in place before anyone drops packs back in. - assetpacks/.gdignore stops Godot descending into the tree at all. This is the urgent half: tools/check.sh runs --import, which walks all of res://, so the next check would have imported several thousand PNGs and 2,100 of those WAVs, and every run after it. Verified by controlled test rather than assumed -- an unguarded PNG under res:// imports and gets a .import file beside it; with .gdignore neither happens. check.sh stays at 3.3s and .godot/imported at 1.2MB. The trade the .gdignore buys is that nothing in assetpacks/ can be referenced from a scene or script. That is the intended shape: raw source on one side, game-ready files copied into res://assets/ on the other, so adding a huge pack costs the repo and the import step nothing. docs/ASSETS.md records attribution, because gitignoring the packs also gitignores their licence files. Worth flagging: four of the six packs shipped with no licence text at all, and two of the undecided ones are demo versions, which are often more restricted than the paid packs. Only RF Catacombs has explicit terms (public domain, no resale). Those rows need a source URL before anything ships. Also removed __MACOSX and .DS_Store extraction artefacts, and left considering_dont_use_yet/ untouched as the user's own "not chosen" marker.
3.0 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.
Why nothing is imported yet
assetpacks/ carries a .gdignore, so Godot skips it entirely. Nothing there
can be referenced from a scene or script until it is copied into
res://assets/ in game-ready form. That is deliberate: the tree is 3.9 GB, and
tools/check.sh runs --import, which would otherwise walk all of it on every
run.
Packs
| Pack | Size | Intended use | Licence |
|---|---|---|---|
| 0x72 Dungeon Tileset II v1.7 | 1.6 MB | Dungeon tiles — maps to the MapGrid.Kind tiles the generator already emits |
Unrecorded. Bundled README is technical, not legal. Widely distributed as CC0 by Robert Norenberg (0x72), but confirm at the source before shipping. |
| Effect and FX Pixel All Free | 29 MB | Hit flashes, muzzle flashes, death effects | Unrecorded — no licence file in the pack. |
| Helton Yan's Pixel Combat | 3.9 GB | Combat SFX | Unrecorded — no licence file in the pack. |
| New All Fire Bullet Pixel 16x16 | 360 KB | Bullet sprites, to replace the generated dot in bullet_renderer.gd |
Unrecorded — no licence file in the pack. |
considering_dont_use_yet/ — RF Catacombs v1.0 |
part of 1.6 MB | Undecided | Public domain, per bundled public-license.txt. "Free to use, personal or commercial. Credit not required but appreciated. You can edit, but not resell the asset pack." Artwork by Szadi art. |
considering_dont_use_yet/ — Tiny RPG Character Pack 02, neo_zero v1.0 / 3.0 demo |
part of 1.6 MB | Undecided | Unrecorded. |
Action needed before shipping anything
Four of the six packs arrived with no licence text at all. Redistribution terms for pixel-art and audio packs vary a lot — some free packs forbid commercial use, some require credit, and "free demo" versions (two of the undecided packs are demos) are often more restricted than the paid ones.
Record the source URL and terms for each Unrecorded row above before any of
it goes into a build. The considering_dont_use_yet/ packs are the user's own
"not chosen yet" marker; leave them there until that changes.
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.