I tried the first of those pixel art courses on udemy, but i didn't like it. Too superficial. If you want good pixel art tutorials/courses, there are these ones for free:
Edit: There is Pixel Logic , a "pay-for-early-access" pixel art book/site that is the most complete material related to pixel art i ever seen. Currently you can get the chapters that are already done from it's gumroad site for ~10$. All the new upcoming chapters are free once you did your donation. Once the author finish all the chapters, they will be available for free in a proper website. I can't recommend it enough. If you're interested: https://gumroad.com/l/pixel-logic#
Edit 2: I'm not the author of Pixel Logic. That was just free marketing, because that is really good shit.
Oh man, this is super convenient. Neat and clean, easily adaptable to color schemes. Very nice of you to put this up for free. OpenGameArt.org would really appreciate this if you want to post it there as well. Thanks!
I'm the lead developer and lead technical artist on an open source game.
There's still a cultural divide between coders and artists with "open source". GPL has been around much longer that Creative Commons. It takes work to educate artists about copyleft licenses and to convince them that it's a good use of time/effort.
You're much more likely to see fan projects attract artists. Artists put in incredible work towards HD remakes of games like GTA, Morrowind, Sonic. Those games already have a huge following of fans; some percent of whom are talented. Open Source games don't have that kind of brand fandom. Worse, our alpha tech demos are directly compared to AAA titles of the same genre, and no one's interested.
What others have said here about art quality is true. Good games require a cohesive vision and a lead artist. Good open source games need a hardass lead artist who is able to reject low quality art coming from well-meaning young enthusiasts. This is not easy; I'm currently doing this role in my project and I hate turning people down. So it's not just finding good artists, it's finding an artist who is also a project manager type. That's rare.
I'm content moderator at OpenGameArt.org. We're attempting to solve part of the equation -- creating a repo of copyleft game art. Anyone can contribute; awesome! But anyone can contribute; ew. 90% of everything is crap, included art submitted to our site. Because we have relatively few submitters (compared to, say, DeviantArt) we don't have enough high quality art. We're a long ways away from having enough to build a game with modern visuals.
Put all this together and, currently, the free/libre gamedev community can barely mimic games that are 10 years old. We're nowhere close to doing something of AAA quality from this generation.
It's also VERY easy to find grass that can be used even commercially. At opengameart I clicked randomly and literally first random image was public domain.
I can't imagine how stupid one need to be to steal grass texture and go through the effort of removing watermark rather than simply find CC0 texture. That's Kevin level level of stupidity.
I was once in Beksiński's art museum in Sanok (Poland). All his works are amazing and continue to inspire the work of many artists, such as Piotr Ruszkowski
There is a game being made inspired by his and H.R.Giger work. Tormentum - Dark Sorrow, more here: http://opengameart.org/forumtopic/tormentum-indie-game-2d-game-art
Le problème avec ce genre de demande, c'est que si tu présentes rien comme réalisation, c'est dur d'attirer un graphiste sérieux, qui va se demander "ce gars là, est-ce qu'il est sérieux et sait coder un minimum, est-ce que ça mérite mon temps et mon travail?"
Et autant dire que des gens qui lancent des projets sans aucune réalisation concrète, y'en a des tas.
Ce que tu peux faire par contre, c'est un proto avec des graphismes récupérés ailleurs : les gens seront tout de suite beaucoup plus attentif à ta proposition. Sur OpenGameArt, tu trouvera de quoi habiller un peu ton proto.
L'autre solution, qui te permettra de trouver tout de suite de super graphistes pro, c'est de les payer (au juste prix, autant dire que c'est pas donné)
It would be nice to upload this onto OpenGameArt - it's more convenient for users to look for assets in one place, so your work will be more widely used. It would also be nice to set a genuine license which clearly specifies terms of use - again to make it more convenient for potential users and thus for wider usage. If you don't really care of how your work will be used, CC0 or CC-by is probably what you need.
A Programmer's Guide to creating art for your game. Essentially that post was set up to answer your question.
We are getting closer and closer to the point where you can create a game without an artist with assets stores like Unity's and resources like OpenGameArt, but you often need as much or more ability to get that shit into game ready form. There are increasingly more tools too that get you most of the way there. I just looked at Fuse from Mixamo which enables you to create animated characters, heavily customized with basically zero artistic abilities. Most impressively, the results are actually pretty much ready to be slotted into a game. Fuse is by no means the only option, there is MakeHuman, Daz Studio, etc... in the same space... and then there are "easy" 3D modelling apps like Sketchup for creating environments. Products like Substance painter make texturing more accessible, ZBrush/Sculptris enable some pretty impressive results with minimal ability, etc...
At the end of the day though, you will still ultimately need to be able to tweak results or know someone who can.
In the end, it's kinda the same for artists... they can get into gamedev solo, and there are tools that make getting started easy. They will be able to accomplish a hell of a lot with minimal programming abilities. Eventually though, they will hit a wall where they need a programmer to continue. The art equation isn't exactly different. Art is like programming too. It's a skill that can be learned, and one that requires a hell of a lot of practice to get good at.
I haven't ever seen a tileset that changes the angle depending on monsters approach.
Here's the best tilesets I've seen:
http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v181
The little alien guy IS really recogniseable, I saw him in many different flash games/unity games/android games/pygame games.
It cheapens the experience to be able to tell where that asset comes from (and I can recognise it mainly as a player, I'm not really a dev). I think of him as the "default dev art character".
I think if you replace him, the rest of the assets will be unrecogniseable since it is very generic and cute! Also a main character is a bit like a mascot, it serves to differenciate your game, so it might be worthwile to make a custom one that you can bring over in future projects!
http://opengameart.org/ is full of less-used contributions, but it requires a lot of search to find the quality/quantity/style needed...
Uses assets by surt on opengameart.org "Blowhard 2: Blow Harder"
I'm especially looking for comments&criticism on how you think I can make it more interresting to look at.
Edit: Can be downloaded from Play Store
Sounds nice. I have nothing I'm working on that I think would go that well with it. But for the sake of others, you should say if you're looking for compensation or not. If you're not, consider licensing it under a Creative Commons license like CC-BY or CC-BY-SA and uploading it to OpenGameArt.org, a website for collecting Freely licensed content for game development.
Here's a tutorial on my process: creating Isometric Tiles in Blender. The isometric art I've uploaded to OpenGameArt uses this technique.
Or just learn Photoshop. Start with simple 8 or 16-bit graphics.
Ignore the 3+ years experience. The worst that can happen is you waste about 11 seconds of their time when they read your resume before tossing it.
A year or two? Forget it. Do something that you can complete in AT MOST 3 or 4 months. And only at most a month of that should be coding. The rest of the time you should be spent on design and debugging and publicity. Forget about doing nice art for it. Just use http://opengameart.org/ or really simple pixel art and call it "retro". Focus on a gimmicky game mechanic and make a game around it. Several small games beats one epic "masterpiece" that only gets halfway done any day of the week when you are just starting out and want to prove yourself.
Doing several shitty games at least gives you experience to know what does and doesn't work. Embrace failure.
Know how to do physics and enough math to do physics and geometry.
Stay away from game "testing" and QA unless you want to be stuck in that role for the rest of your life. Or if you just need the money. But don't think you'll "climb the ladder" into development. That rarely happens.
The character animations suck because I personally created them and I don't even properly know the 'a' of animation. In addition, screen recording have made the animations slightly more laggy. And I can't do art either and so character art is bad too.
I used these for fireballs and lightings: http://opengameart.org/content/animated-traps-and-obstacles
And I used these in the floor: http://opengameart.org/content/bevouliin-horns-skull-sprite-sheets
Gameplay description: You can pause time for a fraction of seconds (well time will pause for everyone but the main character). In that fraction of second you have to dodge in the proper direction in order to not get hit. Measurements are taken so that time pause ability can't be spammed. You can also dodge without bending time flow but that would require some superhuman skills.
I will probably add many more gameplay modes with slightly varying gameplay styles along with different difficulty modes and if possible I might make a 1 v 1 fighting mode but all that's in the future. I have exams soon :(
Yeah, so this is actually based on a Blender script and source file named Shipyard.. and it's basically an awesome blend file FULL of nicely modelled spaceship parts, which is free to use..
http://opengameart.org/content/shipyard
edit: theres a bunch of different versions.. I had to chase up the newest one... but they are niiice...
It's infringement to use these Megaman textures.
If you were charging money, you'd be approaching felony territory.
If you were teaching or critiquing something specific about Megaman textures, you might have some fair use argument. But you're just using these textures to teach something unrelated. Your lesson would be just as effective with other textures.
There is plenty of art out there that can be used legally. Check OpenGameArt for lots of Creative Commons content.
Name: Last Escape
Comments: > After some frantic last-minute bugfixes, Team OGA presents Last Escape, five levels of hardcore action in which you collect energy from bug-infested alien ruins to recharge your space ship.
> Warning: This game is oldschool. Don't expect a walk in the park. When you play through it, play slow and kill as many things as you can. The glowing energy clouds you pick up from deceased enemies will give you an extra life if you pick up 10 of them -- and you'll need more than the 3 lives you start with! :) Enjoy!
> For the record, we had a bit of a mixup when we accidentally included an idea that someone else mentioned in OGA's main IRC channel in our list of ideas to vote on. If this looks very similar to Xiphias3's idea, that's because it is his idea, and he deserves full credit for it. :)
> P.S. If you have any questions, please let us know. We currently have a complile-able version for Linux and a Windows executable file (which you just download along with the source and place in the main directory). A Mac executable should (hopefully) be ready shortly.
Packages: http://opengameart.org/content/last-escape-reddit-game-jam-entry
Team Members: Team OGA, listed in the credits. There are over 20 of us. :)
The biggest problem is that the vast of these platformers do not stand out. IMO the squid one had gameplay that was far from generic (or at least not common), but its presentation was something that you'd have seen many times before (honestly, by doing a quick look at the shots, initially i thought it was made with this free tileset - which i've seen used in several games). This made it look as if the game itself was also too "samey".
There's also the graphical side of roguelike programming, which is often overlooked! If you're making a story-oriented roguelike like Dwarf Fortress, then it's generally better to stick to ASCII to let the player fill in the blanks with their mind. Ultima Ratio Regum has beautiful ASCII art.
And if you're going with an action-oriented roguelike, it might be better to stick with tiles for clarity. DawnLike is a great tileset. (shameless plug :B)
Open Game Art. Why make it yourself if you don't really want to put the effort into learning how properly? Not a slam, I can't draw worth crap and don't want to spend hours and hours practicing either. /r/gameassets, too.
The lack of defined lines stimulates imagination more than the lack of colors.
I suggest reading up on color theory and going the super pixelated route. That way characters can be easily identified by their distinctive colors and the player's imagination will fill in what they would look like in high res.
The interplay of shadow and light is also very evocative: what you can't see is just as important as what you can. LIMBO's art style is so effective because you are filling the shadow with what you fear you would see if the lights were to be turned on.
You seem a bit confused. If you want free assets to use in TTS, looking at engines is not the way to go about it.
The starter and example content in UE4 is free to use in UE4 projects. Technically you could export them from UE4 and import to TTS (I don't know how to import assets to TTS but doubt it's difficult), and I doubt you'd be sued but it'd be a breach of UE4's free license I assume.
If you want assets for TTS, you should probably be looking here.
You can find a bunch of example projects in the "learn" tab of the launcher. They are free to download and you can migrate the assets to your own projects.
You can also find assets on http://opengameart.org/
If you want to create you own assets there are a bunch of tools you can use.
3D Models:
Textures:
I always use this one ( http://opengameart.org/content/free-keyboard-and-controllers-prompts-pack ), but theoretically the platform holder should send you the official prompts if you ask them.
Most people make their own, but that might make you fail submission for a console title.
> Looking for artist
The story of our lives. This tends to always be where the shortage lies in every group project of which I have ever been a part. I highly advise you try to move forward using open game art. You can make surprisingly good looking games with some of it, and a good working game may help attract the kind of artists you want.
On finding fellow programmers, your first priority should be setting up a git repo for your project and getting started. If you don't know Git, then please take the time to at least learn the basics. It is 100% necessary if you are going to try to make a successful open source project.
I would also reccomend you try to start the base of your game yourself. If you try to gather people and then try to discuss what kind of game to make together, chances are high you will never start. I have seen group projects have discussions like this for months and months and nothing ever come of it. If you give people something to look at they will be much more likely to join in. Also, without seeing what level you are at, people can't really judge if joining you would be appropriate for their level.
Also, it may be already obvious to you, but start small. Really small. Make a really really small game and then finish it. Title, Menu, Game, High Score; whatever you would expect of a real game.
Good luck to you. Post a git repo link when you've got it up.
Don't know why you posted this in /r/scala.
But have a look at http://opengameart.org/, /r/gameassets and /r/gamedev
And here I hoped you will show as how you used actor models in your game.
Goodluck,
The Les Forges Pixel Art Course, in English and the original French. This is a pretty complete beginning-to-intermediate level pixel course that's worth looking at even if you've been doing pixel art for a while.
I made a similar post a while ago.
My website, opengameart.org, has been flagged as malicious by these jackasses, and it doesn't seem like there's a lot I can do about it. I was thinking about suing them in small claims court for libel.
Since it's a PC game anything should be okay, as long as you have permission to use the icon assets in question of course. If you're still looking for assets you can use these.
On consoles they're really strict about these things, and the icon pack I mentioned may not pass certification, but no need to worry about that on PC.
So there was that pretty popular post about loot cards a while back. I decided to take a try and creating some for myself, just finished the first round of the template and wanted to get peoples thoughts and opinions. Any criticism is welcome! The dark outline is the 'unsafe' cut area, and the grey is the 'could get cropped area'.
If you have photoshop you can grab the files here: https://www.dropbox.com/sh/1nmpb3ve2le1gwh/AACT3jznvK7UYMpcI3MKW34aa?dl=0 The csv file has all the text elements that get loaded for the card. Icons are from this set: http://opengameart.org/content/fantasy-icon-pack-by-ravenmore-0
It's a mixed bag, but you can always check in a few places...
Really just search around for them, but be sure to make sure to read the licenses.
This is looking amazing, nice to see you're working on another set which I'm sure will enable the birth of some new games. Must be nice to see devs picking up Dawnlike, too :D
Is this set going to be about the same size? What palette are you using?
For anyone who doesn't know, /u/DragonDePlatino is also the creator of the DawnLike tileset, which /u/BoredomCalls is using for Roggle, for example.
This is a prototype to see if I can use my new toy NextGenSprites from asset store and boy I am so happy with the results! It is not very mobile friendly because of bloom + too much transparent fx and distortion but for pc it should work like a charm.
Stuff other than the knight has normal maps.
There are two layers for reflection in water. Well actually 1 reflection layer and 1 distortion layer on top of it. For reflection I used an inversed camera rendering to a texture renderer and linked that to sprite ofc magic is in shader from said asset :)
Sources: I have found sprites from opengameart.com http://opengameart.org/content/knight-of-finlandia Tileset is and dragon is also from there.
sorta. you don't have to pay for any of them, but what you can do with them depends on the license.
here's a rundown of the different licenses used on the site and what they mean. some you can only use if you aren't going to make money off the game, some mean you need to use the same license for your game, some you can do basically anything with.
you need to check that the license on each piece you want to use works with what you're planning on doing with the game.
Been making some isometric buildings for open game art as I fiddle with new R16 poly pen.
Tools aren't going to help you overcome a lack of artistic skill. You can find placeholder art on sites like http://opengameart.org/ and possibly connect with artists willing to do sprite work on commission once you're closer to knowing whether you want to publish.
Let me start by saying that the graphical assets are excellent. You should consider submitting them to opengameart.org.
The code, however, is in rough shape. The problem with your naming isn't so much that it doesn't follow PEP8, it's that there's no consistency. Were I to try and expand on what you've done, I'd have to constantly check which naming convention was used for any particular attribute or method. Honestly, I don't know how you kept it all straight in your head as you were writing it. Even if it's just for fun, following convention doesn't take any extra effort and makes your code easier to read and use so, why not? I think your code would get a much better reception if you did.
> In general, why not try releasing some tracks under a permissive CC license? That ought to get you some consumers :)
Why didn't you just say you wanted me to spam myself? :D
i have done this!
https://www.youtube.com/watch?v=cgrwrOv-9kE
i would say that 95% of the art (and even music) i used came from free sources. most of that is by http://opengameart.org/users/kenney . the other 5% was made by myself (the simple stuff like the cat etc)
the good things:
the bad things:
would i recommend it? for me it was a good idea because it was my first mobile game and i got a lot of experience with it. furthermore the assets are really nice. so the answer is: yes at the beginning. later you will probably have to find someone to team up with (an artist of course).
My favorite resource is OpenGameArt. There's a ton of potential in that little site. If you have art assets from an abandoned project, a game at the end of its long tail, or you're working up a portfolio, I really encourage you to submit there.
I'm actually the same exact way, and even though I have artistic friends, they're lazy artistic friends :/ my favorite site that's been recommended to me is Open Game art. There's also Creative Commons where you can search through a ton of stuff to find what you're looking for. (There's addons for browsers for a better search engine for Creative Commons)
There are sites like Open Game Art, but you really can't rely on stuff you find for free. Sure, if you can find the right thing it works, but gamedev is as much about content creation as it is programming.
Fire up paint and make some standin art. Then, either learn how to draw this stuff yourself or find an artist who wants to work with you.
OpenGameArt.org will be taking part in this one, and we're looking for participants.
Bart
P.S. This is in no way intended to discourage other teams from using art from OGA. It's there for everyone. :)
Really cool project, great work! I saw you say you're not going to concentrate on tools for game designers yet but regardless if you haven't then you really should bring it to http://opengameart.org/ it's a great community with a lot of really good artists and coders that'd love this program.
I'm working on adding this to my procedurally-generated sidescroller game, looking pretty good so far :)
(I didn't make the art, most of it is by Denzi)
I'll post more updates when I'm done.
I tend to enjoy making art for my games, but it takes so long it's not really a viable option for anything of substantial size. If you're willing to compromise on artistic vision you can find assets on places like OpenGameArt or the Unity Asset Store. A lot of the time you can get them for free or modest prices, just remember to check up on the license agreement.
I personally don't have any projects going on at the moment that need music, but download links would probably make it a bit easier in case someone does need them.
OpenGameArt would probably like these as well.
My advice is to get a prototype up and running quickly, and to focus on more than just the code. In my first two Ludum Dare entries, I wrote the engines from scratch and didn't spend not nearly enough time on gameplay, art, sound, and world design and it definitely affected my final product.
I felt especially bad about my second entry, in which I dropped out of the competition and entered the jam because I spent too much time on the code and had no time left for any art, sound, or actual gameplay. I ended up having to use free assets from OpenGameArt.
For my newer entries, I have written my engines ahead of time, which is allowed in the competition as long as the source code is publicly available. Also, use version control! Git has saved my arse countless times where I have made stupid mistakes and had to revert my changes quickly. Commit your changes frequently, and make sure that you commit small bits of code frequently instead of large chunks of code at one time.
Good luck on your first Ludum Dare entry! I would love to check it out once you've published it.
Sources:
Social Justice Warriors
Nidzo
Have you considered using free resources like OpenGameArt.org instead? No one is going to put that much effort into snatched art.
I share your attitude to make a game that you wan't to make, not feel forced to do.
The most important part is to limit the size of the game. In your case, I would highly recommend to stick to top-down 2D, which eliminates the need of physics too, and use Kenney's freely available assets This way you will not have to do them yourself and your game will have a unified artstyle instead of having mixed sprites from all over the internet. You should be able to find everything you need in his gallery, from characters to UI to environment.
What engine/language are you targeting? I find MonoGame (previously XNA) to be very beginner friendly and fitting for this project. You could even port it to Android and iOS later on when your skills have increased, but obviously stick to Windows for now.
This looks like it has the potential to be a really fun game.
Ontop of the other suggestions, yeah a skybox and also turning the sound effects down a bit as they seem a bit loud and abrupt. (maybe changing them?) Also having some background ambiance like birds chirping or something will help. Having a feature that can point in the direction of food will be good as well.
I imagine a lot of different challenges such as enimies, different types of environments, even moving platforms or enimies that you could use as platforms.
And since sound effects were brought up.... I'll go ahead and leave this here.
Plugging original artist's pages as well. If interested in commissions or donations to Nobiax:
I went through the same mind set. I wrote and rewrote advice and then saw that whatever I wrote it would be taken negatively. I remember how obnoxious and defensive I could be when I was in highschool. Even when I left highschool and worked in the industry I was still hard to work with. Character and disposition to the project is incredibly important in working as a team.
That said...
If you are part of Skippertech's team, or thinking of starting a similar project, my advice to you would be to find out what a 2D artist might consider as payment for a set of graphics. Then take that amount and put it into your kickstarter after working out the other costs you will encounter. Add 20% to this for emergency money. Spend all 120% on your project and your backers.
Before launching the kickstarter create a demo of what you intend to make. Use free placeholder graphics. They may not be your final product, but people want to see that you can deliver on your promises before they back it.
I would very much suggest the work of Kenney on OpenGameArt.org. The guy has done so much for indie developers and his work is on point.
I typically go to http://opengameart.org/
Mostly because of the lack of ads and there aren't paywalls. This is strictly free. I have a lot of assets from this site, I enjoy the work people do there.
Also as a good habit, I like to (when downloading) create a folder specific to the authors name. This helps me later when I'm scrambling to figure out who's stuff I'm using.
I'd love to see you expand on to your existing Space Shooter pack with bigger ships.
Everything there at the moment feels like fighters, but some stuff like carriers, cruisers, frigates and even some cargo ships would be really nice!
But of course, this isn't a small request so probably doesn't fit the bill :P
I've used this site in the past http://opengameart.org/
Mainly I use it for music, but they have sprites there too. Each creator can choose which licence to apply to their work. All you have to do is find the right one and the licence that is right for you.
How about going one step further and supporting free art, e.g. http://opengameart.org -- Free to use, modify, redistributed, etc. (i.e. FOSS for the art world).
A little more for Linux would be nice too :)
As for art resources OpenGameArt is good.
I really enjoy using Slick2D which is a 2D game library based on LWJGL. It was easy to get started with and there are good examples on how to use it.
What kind of game are you making? OpenGameArt is run by a redditor. There's also the TIG Forums and Pixelation if you want to hire someone. Graphics are pretty important.
You could use free game assets, there are many sites such as opengameart. Or if it is viable, you can hire one artist, but I think that this is the final step of the development process. I usually use free game assets as placeholders...
Recently, I've been looking into using sprite editors and tile editing tools to make dungeon maps. Opengameart.org is a good resource to find pixel art assets, and I've been using the Tiled Map Editor to put them together.
Here's an example of a final product. I'm not convinced yet that this actually works better than a dedicated dungeon mapping tool, but in my opinion it does look pretty neat.
> good models for next to nothing
Learn to model yourself. That is the only way you'll ever get anything of good quality, catered to your specifics, for next to nothing.
You could try opengameart, turbosquid, the asset store, Kenney has some solid free assets. You could try reaching out to any of the 3d modeling subs looking for free work, or any of the game dev classified subs.
I'd just like to point out that he did not make the pixel art. They were credited in the description though.
(the links from his description for pixel art)
(My personal favorite) ThumbzDown: http://thumbzdown.deviantart.com/gall...
ramtam: http://opengameart.org/content/forest...
these are really good, have you ever thought about doing art for computer games? you could post some of your designs to http://opengameart.org/ and they might be useful to someone making free games for us all to enjoy, or even get involved in a project like UFOai which is a free remake and reworking of the classic Xcom game.
Don't work for free! At the very (very) least you should go the revshare route (it's essentially working for free as the chance of actually seeing the game made, let alone be a commercial success, is very small).
If you want to build a portfolio with free work, make some music and put it up on a site like opengameart.
And posting some of your previous work (even though it isn't video game music) would help a lot.
Hiya~! I'm new here. I've been using twitter to network with other developers and artists interested in making games but lately I can't quite seem to find my way through there. I've been using Reddit for a day and I'm starting to like it here :3!
I'm a computer science student, I program stuff and enjoy making music too! I make CC-by-sa 3.0 / GPL3.0 licensed songs on OpenGameArt and CC-by-nc-sa 3.0 licensed songs on Newgrounds. I hear openly licensed resources are welcome here, so I will make sure to post more often here!
Hugs to ya'll!
Http://opengameart.org is pretty cool
Someone already mentioned Kenney, his stuff is usually also on there.
Also. You can try just using squares you make in MS Paint. Or Paint.Net if you're feeling fancy.
http://opengameart.org/ gets plugged here quite often, and for good reason! Tons of assets to grab from.
If you want to hire someone to create assets from scratch, you'll probably get a pretty large variance on who wants to be paid what. I would probably make a full list of everything that you would want made for the game, break it up into pieces, and determine what you would pay for those. You need to pay as much as for what you need.
No one mentioned Open Game Art? Also, although it's not free, I've had a lot of good experience with Audio Jungle. I spent about $15 and got a dozen sound effects, but it gets more expensive if you want to use it for commercial purposes sometimes.
EDIT: I also COMPLETELY forgot about Dan G's Affordable Audio for Everyone. Don't think it'll fit your needs right now, but it's still a good resource to know about.
I can't find any info on their website, I just remember RMS talking about it in a video. I managed to find this which describes how the FSF differentiates between data and "artwork" (quotes because code can = artwork).
The part of the page you're looking for is "Aren't CC-BY and CC-BY-SA incompatible with the GPL?" They describe the difference.
For my gymnasium exam project I decided to make a simple(ish) world generator. I wanted it to be sphere-like but because of time pressure it only makes a part of the area of the world now (the hexagonal area showed in the screenshots).
The algorithm isn't much more than a simple diamond-square algorithm, but it splits the hexagon in triangles of the length ~~n^2+1~~ n^2 +1 instead of squares.
It's pretty easy to "prepare" the world by presetting some of the initial triangle corners, in order to make it look like a canyon, islands or just pure randomness.
It's not as fancy as much of the stuff I see around here, but it was fun to build and I wanted to share :D
(never got to finish the game, had too many ideas and not enough knowledge with c++)
Edit: graphics
Have you already checked Open Game Art? Most of it is some flavor of Creative Commons rather than public domain, meaning you'll need to include attribution somewhere in the brochure. The Free Monsters is a small pack that includes a pretty good goblin, orc, and dragon.
Light Away (working title)
A 2D puzzle dungeon crawler based around lights.
Been working on this version of the game since around November. Starting to get some basic AI done and a few simple levels that can be completed. Trying to figure out what makes it fun and if it even is to other people. It can be really hard to tell sometimes when you're the one making it and know how to beat every level super fast.
This is all placeholder art for now until I can find an artist to work with or hire. Everything used so far was either drawn really quickly by me or something found at Open Game Art.
A basic level 1 being played from start to finish.
A basic title screen I implemented in order to take a break from implementing the more complex stuff.
BONUS: Donkey Kong Country: Tropical Freeze, Captain Toad, Mario Kart 8, Smash Bros for Wii U, Shovel Knight. Can't name just one!
This will actually be my first as well. I am preparing by finding good free resources to put together a game quickly. Like http://opengameart.org/ .. In addition selecting an engine to create it in. For me I am 90% sure I am using Unity.
Edit : Additionally I am compiling all my old and new assets so everything is readily available. I have several purchases from the asset store so I am looking at which ones are updating and working for latest versions of unity, etc.
When I started my game I worked with OpenGameArt to commission a set of songs:
That set was good enough to cover a basic game. Since then we expanded with the following:
You may also think about the Monomyth / Hero's Journey for ideas.
There are many open source single player games, but they're either dead because the developer(s) got bored with it, or insanely difficult for new players.
In game development, you have to playtest the game's every level multiple times to weed out bugs, and ensure that there is no way for the player to by-pass a particular puzzle, and other things.
Now, this testing gets boring after a while, so the developer either drops it (if s/he does this, it's often means the end of the project^1 because these single player open source games usually have one developer) or makes it more hard, to ensure that the game stays challenging for him/herself, sometimes using engine quirks.
> these projects rely on contributions from the community, but each of these contributions doesn't do much in the grand scheme of things.
I might add that it also doesn't do much in the open source gaming scene, because you can't reuse a game's assets in another game even if it's under a free licence, because most games need their own art, to stand out. There is the OpenGameArt site with freely usable content, but that only helps avoiding 'hacker-graphics', not blandness.
Taking a break from my usual game dev stuff to have fun with Liberated Pixel Cup.
I made a set of animated coins that bounce and flash for maximum pickupability. See this preview of the gold coin over LPC base tiles.
Doesn't everyone want one?
I myself can only justify quality 3d art when I got something that needs polishing. In the meantime you might want to submit your 3d deliciousness to opengameart.org so everyone can enjoy.
Early in my project I mostly made my own art (I'm decent with Blender). I paid commissions for some art I couldn't do on my own (background music, various icons, concept art).
Some art I found via OpenGameArt. They even helped set up more commissions for art compatible with my game.
Perhaps consider some form of source or art sharing (like opengameart) so you can coordinate maybe HD remasters of the art in the game. Or maybe post in the official forums for DTFU - your work looks like an upgrade on what has previously been presented, for example.
Go to opengameart.org and search for horror stuff.
Try Opengameart.org. That link should hopefully take you to a search for backgrounds.
I don't know why you're getting downvoted. It seems a reasonable request. I would check in /r/pixelart too. If I weren't already faking my way through art, I might try to help. I respect your complete honesty, and realistic understanding of where this is probably going.
If I were you, I would check out open game art. There are actually several places you can get free-to-use art for a game. If nothing else, you could start with a sprite set in the style you want, and modify it to suit your tastes.
A very easy method is to use a photo editing tool like paint.net. Use the color select tool to move the light colors into other triangles. You might be able to find animated gems somewhere. I did a google search for animated gems that are royalty free and found this. If anything it's a good reference.
You can find stuff that already has permission granted so you can just use it. Look at /r/GameAssets/ and opengameart.org and kenney.nl/assets. Good luck!
fbx or obj are not specific format of unreal or unity just so you know>
Maybe take a look at opengameart not sure you'll find animated model but it's worth a try.
Also as it has been said before there still might be the promotion on mixamo website to download the animation for free. They are "bounds" to models but as long as you have a 3D model with an humanoid rig it should be possible to retarget them.
..or, if your project is going to be GPL/MIT licensed, you can download a source tarball of some free game like Battle for Wesnoth and, ahem, borrow some sprites/terrain from it.
Robsinon
This week I made a v0.2.0-RC3 build that just includes an updated version of Zaffre. I discovered three bugs in a playtest shortly after that.
Zaffre
This week I started tileset support and got this guy loaded up and working along with almost arbitrary ttf/cp437 fonts (the glyph/tile sizes have to match). The library will automatically pack fonts and tiles into a texture atlas and then allow drawing by character or tile-id, it's pretty nice. I'm adding layer transparency next with the help of OpenGL array textures which will open up the ability to do both glyph stacking and tile stacking with transparency. After that I'll be trying to tackle half-width characters which should be interesting.
Open Game Art has a bunch of good resources. One example is Loveable Rogue which I based this thing on.
I built this game, a Super Mario 2 clone, from scratch in a few evenings. Don't do that. Use an engine. There are loads of free 2d platformer engines available for HTML5.
You can probably build a game like Mario in Phaser in a few evenings.
Here's a basic platformer in Phaser, with code.
http://phaser.io/examples/v2/games/starstruck
If you don't like Phaser, find another engine. If you struggle with coding there are engines and languages that allow you to make games without doing any code.
If you struggle with art, go to http://opengameart.org, oodles of spritesets available there for 2d games.
There are a lot of good tutorials online for this. Here's one that looks decent at first glance. I use a similar type of antialiasing where I use lighter and darker shades on the lines to be more exact. You can open the image up in a graphics program and zoom in to see better.
I've used this site in the past, and it seems like one of the better places to look for graphics wads. When using something like this, it's often better to stick to those textures rather than try to merge them with the original Doom ones. Some texture packs have a style that's different enough to look odd next to the default images.
I've tended towards using the original stock textures, but creating bespoke edits to go alongside any detail work that I'm building. Using the philosophy I mentioned in my previous comment about using pre-existing lines within the textures, you can start to think the other way around and modify the default textures to fit the lines of your geometry. It pays to understand the way that the TEXTURES lump works, so that you can quickly throw together a few lines of text to create, for example, a switch texture against a wall that doesn't already have one. You can do this with patches, which saves you having to include graphics in your WAD or PK3 that people already own copies of.
As for objects, I'm not sure of any collections like the texture WADs that I linked. Instead, looking for sprite rips from other games may well be the way to go. You can lift graphics directly from Heretic, Hexen and Strife pretty easily as you probably only need to worry about the palette (and even that's not really a concern in modern engines), but it shouldn't be too difficult to work graphics from other games (such as Dark Forces, Rise of the Triad and the Build Engine games) into a WAD either.
Don't forget OpenGameArt.org. The images here often require a bit more work to get into a state that looks good inside Doom, but they're a much less legally questionable alternative.