Files
transcience/docs/ASSETS.md
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claude 3586555aea Remove non-redistributable art from the repo; record licence terms
Researched the licence at each of the four itch.io sources. Two of the four
forbid redistribution, and publishing a repository containing them is exactly
that, so they are out of the tree.

  0x72 DungeonTileset II    CC0 1.0    commercial ok, no credit required
  Helton Yan Pixel Combat   CC BY 4.0  commercial ok, CREDIT REQUIRED
  Fire Pixel Bullet 16x16   custom     non-commercial, NO REDISTRIBUTION
  750+ Effect and FX Pixel  custom     non-commercial, NO REDISTRIBUTION

Both bdragon1727 packs state verbatim: "You cannot do: Resell / redistribute
this asset." The FX pack's paid tier is no better for this purpose -- "You can
NOT re-distribute the file, no matter how much you modify it" -- so paying does
not unlock it and neither does editing the art.

bullets.png and impact.png therefore move to assets/local/, gitignored.
Art.bullets_texture() / impact_texture() load them at runtime and return null
when absent; the bullet renderer falls back to the generated dot it used before,
tinted per kind so bullet types stay distinguishable. Nothing there may be
preload()ed -- preload resolves at compile time and would fail the build on
every machine without the files, which is every clone.

Verified both ways rather than assumed: with the files present the game uses
them and no fallback triggers; with them moved aside, 156/156 tests pass and the
game runs clean on the generated dots.

Added CREDITS.md, because Helton Yan's CC BY 4.0 makes attribution a licence
obligation rather than a courtesy. A file in the source tree does not discharge
it once the game ships -- an in-game credits screen is now a tracked todo, and
flagged as a licence requirement rather than polish.

NOT addressed here, and it needs a decision: these files remain in git history
at 9fa2e26. Removing them from the tip does not remove them from a clone. If
this repo is ever made public, history has to be rewritten (git filter-repo)
and force-pushed. Also, both bdragon packs are non-commercial in their free
tier, which conflicts with the stated Steam goal -- either contribute for the
commercial tier (still no redistribution) or replace with CC0 art, which would
solve both problems and let the assets back into the repo.
2026-09-03 23:52:41 +02:00

4.7 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 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, 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. Two of the four 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 Yesassets/sprites/dungeon_tileset.png
Helton Yan Pixel Combat CC BY 4.0 Yes Required Yesassets/audio/sfx/
Fire Pixel Bullet 16x16 Custom Non-commercial only unless you contribute Encouraged No — local only
750+ Effect and FX Pixel All Custom Non-commercial only unless you contribute Encouraged No — 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.

Two obligations this creates

  1. Helton Yan's CC BY 4.0 requires attribution, and it is not satisfied by a file in the source tree once the game ships. Players need to be able to see it. CREDITS.md records it for now; an in-game credits screen is a todo.
  2. Both bdragon packs are non-commercial in their free tier. The stated goal is a Steam release. Before that happens they need either a paid contribution to bdragon1727 (which permits commercial use but still not redistribution) or replacement with CC0 art. A CC0 replacement solves both problems at once and lets the assets go back in the repo.

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.