612 pointsby memalign6 days ago21 comments
  • hombre_fatal6 days ago
    I bought the massive Kenney asset bundle on itch.io during a sale: https://kenney.itch.io/kenney-game-assets

    When I feel like making a small game over the weekend, I can scroll the spritesheets and get ideas just from looking at them. They're so good.

    And it's a lot more motivating to work on a game when it looks so good from the start instead of using crappy prototype art I built myself.

    • makeset5 days ago
      Very cool. What tooling do you use/recommend for the "small game over the weekend" scope? I keep running into either the oversized industrial end that requires serious investment to even get out of the gate, or the very lightweight offerings where you have to reinvent everything from scratch.
      • friedtofu5 days ago
        Not OP, but IMO, Godot. Extremely easy to import assets of any type and prototype a game. The only thing that I would consider a barrier is(if you don't already know how) setting up the initial tilemap and spritesheet. But either using Godot's documentation(which can be found inside of the editor) or through a YouTube tutorial I feel like compared to Unity/UE5 its much better for building quick prototypes.

        Plus you can basically put it together in a variety of languages:

        https://docs.godotengine.org/en/stable/tutorials/scripting/i...

        No I'm not affiliated with Godot in any capacity. I've just had a much better experience using it vs the other previously mentioned editors.

        There's also lua love and pygame for quick 2D game projects

      • hombre_fatal5 days ago
        I use https://excaliburjs.com/docs/ which is a Typescript-first 2D game engine for browser games.

        It has support for spritesheets of course, but also Tiled map files (https://www.mapeditor.org/) which I use to build level maps.

        If I'm building a game that can be implemented via the DOM (like if I don't need an update() loop), I love getting away with just using React or Elm. For example, any sort of grid-based game or board game.

        I don't use Godot for browser games because (1) its browser support got worse from v3 -> 4, (2) I just want to write Typescript, and (3) it's just bigger and more complicated. Of course, the best game engine is simply the one that compels you to actually build and hopefully finish games.

        Btw, give Pico-8 a shot. In a few months I'd built more games in Pico-8 than I finished across the rest of my life since the scope is so tiny.

      • spicyusername3 days ago
        Godot is very easy to get running.

        Monogame / C# is also pretty easy, but it's definitely more in the lightweight camp.

    • cloudking5 days ago
      Any tips for launching on Itch?
      • eieio5 days ago
        I'm not the parent commenter but:

        I have uploaded several games to itch (although it's been a while) and a cool thing I found was that even with no followers back when I started making things, a decent number of people played some of my games! Nothing crazy, but I remember being delighted that the second game i ever made[1] got a few thousand plays and some actual comments.

        My experience is that:

            * tags matter! For example, a decent number of people seem to be looking for new incremental games and are willing to try new stuff in that category
            * your primary image, title, and description matter a lot and it's worth spending some time taking a good screenshot (I'm really bad at this)
            * you can upload a gif instead of just a screenshot to include a little gameplay in your title image and that might help
            * participating in gamejams can help a lot because you get some guaranteed players (everyone plays each others games and rates them; maybe you get some feedback too)
        
        I'm not sure where you are in your gamedev journey (there's a good chance you're way ahead of me and this advice is useless!) but "just make some stuff and put it on there and see who bites" was effective and motivating for me early on

        [1] https://itseieio.itch.io/sisyphus-needs-a-nap

        • cloudking5 days ago
          I'm just getting started, thanks this was super helpful!
  • abetusk6 days ago
    Kenney is awesome.

    OpenGameArt.org (OGA) has a lot of libre/free assets (Kenney often posts on OGA):

    https://opengameart.org/

    Itch.io also has many CC0 and CC-BY licensed assets:

    https://itch.io/game-assets/assets-cc0

    https://itch.io/game-assets/assets-cc4-by

  • keyle6 days ago
    Amazing that he's still going after all these years.

    Please support him if you use his assets in your game prototypes!... Because by the time you ship a finished game, it will be too late, you'll be completely broke.

    • JTyQZSnP3cQGa8B6 days ago
      Thanks for the good advice. I’m not a game developer but I bought the big sprites pack because he’s been working on it for a lot of years and deserve some compensation.
  • dazzawazza6 days ago
    Can I also recommend Kay Lousberg's work as well: https://kaylousberg.com/

    Similar business model and usefulness. A lot of free and you can purchase via itch.

    I've used both to prototype many games in Unreal and have bought all their assets.

    • riidom6 days ago
      https://quaternius.com/index.html also worth mentioning.
    • soared6 days ago
      Saving for later thanks
    • rednab6 days ago
      Along the same lines: https://assethunts.itch.io/.
      • remram6 days ago
        The license there is custom and a bit ambiguous: https://assethunts.com/license/
        • johnnyanmac5 days ago
          It's not too brutal. The main stipulation is that the free version is for non-commercial use. You gotta buy the packs for around $10 a pop, and you get get a pretty lax license. Unless you're trying to use Gen AI or NFTs.
        • rednab6 days ago
          Ah, good to point out, yeah.

          The 'no resale' clause is pretty common for asset packs, but unlike Kenney these definitely aren't CC0.

  • Mydayyy6 days ago
    I bought that pack like 5 or 6 years anymore, I dont even remember. Insane value, even tho all assets are CC0 license, but the amount of work he puts in just made me like to support it. I still sometimes get emails about updates on the pack. One of the rare cases where I feel like did not pay enough for the amount of value.

    I am not even a professional game dev, just dabble in it in my free time. But having so many cohesive art assets at your disposal makes it a lot of un.

  • freeCandy5 days ago
    My favorite fun fact about Kenney is that he made the Armor Games intro

    https://twitter.com/KenneyNL/status/1362768014895157249

  • ericra6 days ago
    Cool resource.

    Took me a bit to find it, so for anyone curious:

    "All game assets found on the asset page are public domain CC0 licensed..."

    There is a small FAQ if you click Support at the page bottom.

    • gardenerik6 days ago
      It is also stated on every asset page :)
  • spsd5 days ago
    Kenney.nl is the hero of the Game Development Programming course I taught at university. Access to high quality free assets allowed my students to not worry about being a great artist and focus on the game programming and game development mechanics that I was trying to teach.
  • livrem5 days ago
    He also makes some (non-free) tools that are fun (says me, not a real game dev or artist).

    Asset Forge is for combining 3D models into bigger models. Fun to quickly bash his various free models together to make something more complex. Also comes with a bunch of sets of building blocks. I believe he used this tool to make many of the free assets.

    Kenney Shape is like a simple pixel editor, except you also set the height of each pixel and then export the result to a 3D model. Can't explain it well, but it is fun.

    https://kenney.nl/tools

  • oulipo5 days ago
    Would someone want to do a cute online tutorial to get people started using WebGL with Wave Function Collapse procedural generation, using a cute open-source asset lib like https://kenney.nl/assets/castle-kit ?
  • kxrm6 days ago
    This is nice, will allow for some quick prototyping of game ideas without having to build assets first.
  • shahzaibmushtaq5 days ago
    I developed a 2D game (in Unity) using Kenney's asset for the first time in 2018 and absolutely recommend it to everyone. Still wanted to release a few small games based on the raw ideas I have.
  • owlninja5 days ago
    This is always the showstopper for me. I really want to mess around with making a game but I can't make assets or music to save my life. Maybe this will get me going!
    • tom_5 days ago
      I found the 1-bit pack quite inspiring for prototyping purposes: https://www.kenney.nl/assets/1-bit-pack

      There's enough in there that you can quickly put together something that looks good, and it'll be pretty obvious roughly what it's supposed to be. A lot more satisfying than coloured blocks/ASCII chars/etc. - but, equally, it won't look too good.

    • johnnyanmac5 days ago
      I mostly wish there was more resources like this when learning 3d modeling. There's some low poly 3d assets to help with that here, but so many professional level 3d assets just aren't available. The closest is battling with Epic's Paragon assets to get them functioning in Blender.
  • torginus5 days ago
    While these assets look neat, models of this complexity are not hard to make by yourself in Blender - I encourage everyone to try it!
  • ambyra6 days ago
    Are there any good sites like this for game music?
  • dested5 days ago
    Kenney deserves all the success and kudos in the universe for his selfless contributions to indie game development.
  • JaDogg5 days ago
    Kenny is great, I used Kenny Shape to draw Yaksha lang logo :)
  • lovegrenoble6 days ago
    Lots of assets, can't thank you enough!
  • Tewboo6 days ago
    Thanks for sharing this website
  • Dwedit6 days ago
    What if you run these assets through a Stable Diffusion model (img2img) to generate something else?
    • jsheard6 days ago
      Then you too can join the ranks of people spamming asset stores with low quality AI generated material. You're at least a year late to that party.
    • mavamaarten6 days ago
      You would get a generic result probably.
    • sigseg1v5 days ago
      I have no clue why someone who wants art as output would do this but you'd probably get some mediocre mishmash out.
    • robbomacrae5 days ago
      I think it's a fair concept to try if you need to add a few things to complete the game. As long as you're using it yourself and not reselling that. But IANAL and haven't read the copyright.
    • johnnyanmac5 days ago
      well they're CC0, so no one's stopping you from experimenting. Your results will vary as much as you talent with those tools, I suppose.
    • TiredOfLife6 days ago
      Nobody knows.
    • 6 days ago
      undefined
  • erezsh6 days ago
    On an unrelated note, does anyone know of a website that uses LLMs to generate assets?