Difference between revisions of "Free Game Resources"
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− | + | Links to free stuff (Creative Commons-licensed and the like) that can be used in game creation. | |
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==Game Design/Ideas== | ==Game Design/Ideas== | ||
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* [http://wiki.freegamedev.net/index.php/Free_3D_and_2D_art_and_audio_resources FreeGameDev wiki: 2D, 3D and audio resources] (it also has a [http://search.freegamedev.net/ search] section) | * [http://wiki.freegamedev.net/index.php/Free_3D_and_2D_art_and_audio_resources FreeGameDev wiki: 2D, 3D and audio resources] (it also has a [http://search.freegamedev.net/ search] section) | ||
* [http://opengameart.org OpenGameArt] | * [http://opengameart.org OpenGameArt] | ||
− | * [http://openclipart.org/ | + | * [http://openclipart.org/ Openclipart] |
* [http://www.spiralgraphics.biz/packs/ Genetica Texture Packs] High quality tiling textures. | * [http://www.spiralgraphics.biz/packs/ Genetica Texture Packs] High quality tiling textures. | ||
* [http://www.wayofthepixel.net/pixelation/index.php?topic=3467.0 WayOfThePixel forum post] with lots of links to utilities, pixel-art tutorials, resources, etc. | * [http://www.wayofthepixel.net/pixelation/index.php?topic=3467.0 WayOfThePixel forum post] with lots of links to utilities, pixel-art tutorials, resources, etc. | ||
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* [http://sdb.drshnaps.com/ Sprite Database] (Careful! Most of the stuff there is copyrighted) | * [http://sdb.drshnaps.com/ Sprite Database] (Careful! Most of the stuff there is copyrighted) | ||
* http://www.burningwell.org/ | * http://www.burningwell.org/ | ||
+ | * http://game-icons.net/ Many icons (and emoji) in SVG Licensed CC-BY with some even Public Domain. | ||
+ | |||
+ | ===3D:=== | ||
+ | * [http://www.yobi3d.com Yobi3D - 3D model search engine] | ||
===Software:=== | ===Software:=== | ||
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* [http://www.aseprite.org ASEPrite] | * [http://www.aseprite.org ASEPrite] | ||
* [http://www.texturepacker.com/ Texturepacker] (has free & paid versions) | * [http://www.texturepacker.com/ Texturepacker] (has free & paid versions) | ||
+ | * [https://github.com/mitchcurtis/slate Slate] A simple bitmap editor for 2D tilesets. | ||
===Procedural generation:=== | ===Procedural generation:=== | ||
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* [http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934 Tile/Map-Based Game Techniques: Handling Terrain Transitions] shows a more elaborate technique for handling transitions between tiles. | * [http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934 Tile/Map-Based Game Techniques: Handling Terrain Transitions] shows a more elaborate technique for handling transitions between tiles. | ||
+ | ===Misc:=== | ||
+ | * [http://lodev.org/cgtutor/ CG graphics tutorials.] Written for C++ but the concepts are generic, of course. | ||
==Sound== | ==Sound== | ||
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** [http://ccmixter.org/ ccmixter] is a "a community music site featuring remixes licensed under Creative Commons where you can listen to, sample, mash-up, or interact with music in whatever way you want." | ** [http://ccmixter.org/ ccmixter] is a "a community music site featuring remixes licensed under Creative Commons where you can listen to, sample, mash-up, or interact with music in whatever way you want." | ||
** [http://sampleswap.org/ sampleswap] is a "100% free AIFF/WAV collection contains 6.4 GB of sounds" | ** [http://sampleswap.org/ sampleswap] is a "100% free AIFF/WAV collection contains 6.4 GB of sounds" | ||
+ | * [http://www.abundant-music.com/ abundant-music] procedural music generator. | ||
+ | * [http://modarchive.org/ Modarchive] Tracker music (MOD, XM, S3M, IT ...) | ||
===Software:=== | ===Software:=== | ||
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** [http://thirdcog.eu/apps/cfxr Cocoa version] for mac. | ** [http://thirdcog.eu/apps/cfxr Cocoa version] for mac. | ||
* [http://www.drpetter.se/project_musagi.html Musagi] Is a music editor, Windows only. | * [http://www.drpetter.se/project_musagi.html Musagi] Is a music editor, Windows only. | ||
− | * [http://hp.vector.co.jp/authors/VA022293/pxtone/index.html pxtone | + | * [http://hp.vector.co.jp/authors/VA022293/pxtone/index.html pxtone] Comes with a composition program (ptCollage), instrument editor (ptVoice), and a sound editor (ptNoise). For an English user interface delete japanese.ico in the root directory :D |
==Fonts== | ==Fonts== | ||
− | * [http://www.google.com/webfonts Google Web Fonts] | + | * [http://www.google.com/webfonts Google Web Fonts] 915 font families (+ variants) which can be freely used for whatever you want ([http://www.google.com/webfonts#AboutPlace:about license]) |
* [http://openfontlibrary.org/ OpenFontLibrary] ([http://forum.freegamedev.net/viewtopic.php?f=6&t=176 this] helps you browse it) | * [http://openfontlibrary.org/ OpenFontLibrary] ([http://forum.freegamedev.net/viewtopic.php?f=6&t=176 this] helps you browse it) | ||
* [http://www.dafont.com/ dafont] | * [http://www.dafont.com/ dafont] | ||
* [http://www.acidfonts.com acidfonts] has both free and non-free fonts. | * [http://www.acidfonts.com acidfonts] has both free and non-free fonts. | ||
* [http://www.smashingmagazine.com/2007/11/08/40-excellent-freefonts-for-professional-design/ 40+ Excellent Free Fonts] A collection of selected fonts | * [http://www.smashingmagazine.com/2007/11/08/40-excellent-freefonts-for-professional-design/ 40+ Excellent Free Fonts] A collection of selected fonts | ||
− | |||
==Physics / Movement== | ==Physics / Movement== | ||
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* [http://info.sonicretro.org/Sonic_Physics_Guide Sonic the Hedgehog's physics guide] is a group of pages explaining in detail how physics are modeled in Sonic the Hedgehog. | * [http://info.sonicretro.org/Sonic_Physics_Guide Sonic the Hedgehog's physics guide] is a group of pages explaining in detail how physics are modeled in Sonic the Hedgehog. | ||
* [http://www.metanetsoftware.com/technique/tutorialA.html N tutorial A] and [http://www.metanetsoftware.com/technique/tutorialB.html N tutorial B] explain how they did the physics in [http://www.thewayoftheninja.org/ N: the way of the Ninja]. | * [http://www.metanetsoftware.com/technique/tutorialA.html N tutorial A] and [http://www.metanetsoftware.com/technique/tutorialB.html N tutorial B] explain how they did the physics in [http://www.thewayoftheninja.org/ N: the way of the Ninja]. | ||
− | * [http://troygilbert.com/ | + | * [http://troygilbert.com/the-legend-of-zelda/ Movement mechanics on "The Legend of Zelda"] |
* [http://www.ironcoding.com/2011/02/flash-as3-tile-based-game-tutorial-pt-1-intro/ Iron Coding's Excellent tutorial for tile-based movement] (It's flash, but very well explained. The ideas can be used for any language) | * [http://www.ironcoding.com/2011/02/flash-as3-tile-based-game-tutorial-pt-1-intro/ Iron Coding's Excellent tutorial for tile-based movement] (It's flash, but very well explained. The ideas can be used for any language) | ||
+ | * [http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ The guide to implementing 2D-platformers] A good read about 2d platformers: main types, general implementations, and some gritty details | ||
+ | * [http://concernedjoe.com/devblog/hardcoding-slopes/ Hardcoding & Slopes] An elegant method to implement slopes and rounded tiles in an orthogonal game. | ||
+ | * [http://games.greggman.com/game/programming_m_c__kids/](Programming M. C. Kids) Describes how they did platforms in the old days | ||
+ | |||
+ | ===Editors=== | ||
+ | * [http://code.google.com/p/box2d-editor/ Physics Body Editor (previously known as box2d-editor)] Visual application to easily create collision complex polygons for in-game collision test. | ||
==Maps== | ==Maps== | ||
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* [http://mapeditor.org/ Tiled map editor] A generic map editor. | * [http://mapeditor.org/ Tiled map editor] A generic map editor. | ||
* [http://www.ogmoeditor.com/ Ogmo Editor] A generic level editor, saving to XML files. | * [http://www.ogmoeditor.com/ Ogmo Editor] A generic level editor, saving to XML files. | ||
+ | * [http://dambots.com/dame-editor/ DAME Editor] Another generic level editor, done in flixel. You can create your own map exporter in Lua. | ||
===Procedural generation=== | ===Procedural generation=== | ||
+ | * [http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934 Dynamic Tile Blending Technique] | ||
* [http://pcg.wikidot.com Procedural Content Generation wiki] | * [http://pcg.wikidot.com Procedural Content Generation wiki] | ||
* [http://www.astrolog.org/labyrnth.htm Think Labyrinth!] Software, algorithms and history for making mazes. | * [http://www.astrolog.org/labyrnth.htm Think Labyrinth!] Software, algorithms and history for making mazes. |
Latest revision as of 15:17, 23 March 2019
Links to free stuff (Creative Commons-licensed and the like) that can be used in game creation.
Contents
Game Design/Ideas
- Lost Garden - Directory of Posts
- Three Hundred Mechanics. Lot of game ideas, free to use
Graphics/Art
- FreeGameDev wiki: 2D, 3D and audio resources (it also has a search section)
- OpenGameArt
- Openclipart
- Genetica Texture Packs High quality tiling textures.
- WayOfThePixel forum post with lots of links to utilities, pixel-art tutorials, resources, etc.
- http://reinerstileset.4players.de/englisch.html isometric sprites
- http://www.spiralgraphics.biz/packs/
- http://www.spriters-resource.com/
- Sprite Database (Careful! Most of the stuff there is copyrighted)
- http://www.burningwell.org/
- http://game-icons.net/ Many icons (and emoji) in SVG Licensed CC-BY with some even Public Domain.
3D:
Software:
- Freegamedev's list of 2D and 3D software.
- graphicsgale
- Pixothello
- ASEPrite
- Texturepacker (has free & paid versions)
- Slate A simple bitmap editor for 2D tilesets.
Procedural generation:
- A Bitwise Method For Applying Tilemaps is an interesting technique related with tilemaps and graphics.
- Tile/Map-Based Game Techniques: Handling Terrain Transitions shows a more elaborate technique for handling transitions between tiles.
Misc:
- CG graphics tutorials. Written for C++ but the concepts are generic, of course.
Sound
- bfxr is an online sound generator.
- Independent Ljudbank (Swedish)
- Freesound (Requires registration for downloads, but otherwise bullshit-free)
- PDSounds (might be down, check out this in that case)
- Soundsnap (make sure you learn the license, it is not exactly CC)
- Media College's sound effects
- Newground's audio contains free songs and loops.
- http://www.artistx.org/site2/media/free-resources/free-music.html another listing-type page. Licenses vary.
Music:
- Jamendo's free music (Various)
- Musopen
- Binärpilot (Evil chiptunes. Big plus for umlaut. Licensed CC-NC-ND. Use with caution.)
- 8bitcollective (Chiptunes) (Licensed CC-NC-SA. Use with caution.)
- Fanatical Productions
- Creative Commons' own list of music, containing lots of links. Two examples below:
- ccmixter is a "a community music site featuring remixes licensed under Creative Commons where you can listen to, sample, mash-up, or interact with music in whatever way you want."
- sampleswap is a "100% free AIFF/WAV collection contains 6.4 GB of sounds"
- abundant-music procedural music generator.
- Modarchive Tracker music (MOD, XM, S3M, IT ...)
Software:
- Freegamedev's list of audio software
- sfxr (Sound effect generator)
- Flash version of the same software (google project page)
- Cocoa version for mac.
- Musagi Is a music editor, Windows only.
- pxtone Comes with a composition program (ptCollage), instrument editor (ptVoice), and a sound editor (ptNoise). For an English user interface delete japanese.ico in the root directory :D
Fonts
- Google Web Fonts 915 font families (+ variants) which can be freely used for whatever you want (license)
- OpenFontLibrary (this helps you browse it)
- dafont
- acidfonts has both free and non-free fonts.
- 40+ Excellent Free Fonts A collection of selected fonts
Physics / Movement
- Collision Detection for Dummies
- Sonic the Hedgehog's physics guide is a group of pages explaining in detail how physics are modeled in Sonic the Hedgehog.
- N tutorial A and N tutorial B explain how they did the physics in N: the way of the Ninja.
- Movement mechanics on "The Legend of Zelda"
- Iron Coding's Excellent tutorial for tile-based movement (It's flash, but very well explained. The ideas can be used for any language)
- The guide to implementing 2D-platformers A good read about 2d platformers: main types, general implementations, and some gritty details
- Hardcoding & Slopes An elegant method to implement slopes and rounded tiles in an orthogonal game.
- [1](Programming M. C. Kids) Describes how they did platforms in the old days
Editors
- Physics Body Editor (previously known as box2d-editor) Visual application to easily create collision complex polygons for in-game collision test.
Maps
Software
- Tiled map editor A generic map editor.
- Ogmo Editor A generic level editor, saving to XML files.
- DAME Editor Another generic level editor, done in flixel. You can create your own map exporter in Lua.
Procedural generation
- Dynamic Tile Blending Technique
- Procedural Content Generation wiki
- Think Labyrinth! Software, algorithms and history for making mazes.
- Unangbard Dungeon generation
- Jamis Buck's rubyconf2011 presentation about maze generation algorithms
- Maze generation algorithm recap Descriptions, demos and implementations of various maze-generating algorithms.