Chat with us!
Discord: OpenGameArt
discord.gg/yDaQ4NcCux
Active Forum Topics - (view more)
- Sharing My Music and Sound FX - Over 2500 Tracks by Eric Matyas
- How do you delete a submission? by troutsneeze
- Photography, textures, and what the heck is needed? by TheDikTatorTot
- Mix distribution by glitchart
- ESCAPE - 1945 by DREAM_SEARCH_REPEAT
- Cutout animator tool by Frindestown
- Tool Posting Question by MedicineStorm
- New PC, PS3 and Xbox360 Game - Knights of al-Aqsa Mosque by udkultimate
Recent Comments - (view more)
- Re: Magic Puzzle In-Game 1 by Arepita con Queso
- Re: snake 2d remix (with dead animation) by Yauhahu
- Re: Galaxy Skybox by johndekale
- Re: Spazz Out by SteveSmith
- Re: low poly spaceship by johndekale
- Re: Rusty valve sfx pack by MedicineStorm
- Re: God Turbine (by Try To Dry) by InsomniousNight...
- Re: Electon't swing by MrAmogus
Blog
Hey folks!
OGA contributor Kenney (creator of perhaps the most popular free 2D asset packs on the internet today) is putting together a physical venue for game development, which you can read about on his IndieGogo page, here:
https://www.indiegogo.com/projects/kenney-land-a-venue-for-game-devs-in-limburg
Here's what he has to say about it:
Kenney Land is a local venue in Kerkrade (Netherlands, my hometown) where game developers can come to work, learn, teach, create and play. There will be events organized like workshops, trainings (for beginners and advanced developers), meetings and game jams. There will also be resource available for game developers to use, like assets and book but also development kits for consoles.If you decide to pledge $20 or more you'll receive an asset pack which contains 4,000 never before seen assets which include explosions, aliens in spaceships, isometric buildings and the Roguelike pack!
- bart's blog
- Log in or register to post comments
Greetings!
As we approach the next funding goal, I've been doing some work under the hood and making some plans for some more features and additions. There are also a couple of notifications and reminders for the community that I'll touch on at the end of this post.
Improved Searching
I'm working on updating the way OGA handles searches, which will eventually mean tossing out the old search system and replacing it with something newer and better. For the technically inclined among you, I'm using Apache Solr. I've already got a very bare prototype of this up and running, which you can check out here:
http://opengameart.org/search/solr
Please note that this feature is in very early alpha, and I'm not looking for comments or bug reports at the moment. The search results are just a mass of text right now, but they won't be when I'm done. At any rate, even though the results are ugly, sometimes they're more sensible than OGA's default search, which is one of the things the new search engine is intended to fix.
If you want to see how much this will improve the search situation, just serarch for "LPC base" (no quotes) in the old search and the new one and notice that the new search system very sensibly places the LPC base assets as the first result, whereas on our current search system, it's nowhere on the first page. This should also clear up the issues we have with duplicate, blank, or nonsensical search results.
Once we hit the $1000 funding goal, I'll start working on adding expanded metadata to art entries, so people can search much more fine-grained categories and filter on things like resolution and format. This will obviously take a lot of manual data entry on my part, so be aware that the new metadata won't just magically appear once we hit the goal. :)
Changes to art deletion
Occasionally we get art deletion requests that leave me wondering why the request was made. While it will always be the artists' prerogative to remove their art for any reason, for the convenience of developers, I'm going to start maintaining pages for deleted art (with the downloads removed), which will help avoid link rot and give developers a record of what license(s) the art was released under. These pages will be essentially the same as the last useful revision of the current art page (including preview images and a list of filenames), but the downloads themselves will no longer be available.
In addition, if a piece of art is removed due to copyright infringement, we'll send out notification emails to all registered accounts that have download tracking enabled (and downloaded the art after download tracking was implemented).
Deletions from here on until this is implemented will be preserved in an unpublished state and put in the deleted items archive when it becomes available.
A quick reminder
OGA has a lot of users from a lot of different backgrounds. We offer a fairly wide choice of licenses, and that means that our users run the gamut from hardcore free software advocates to closed source developers. Everyone is welcome here.
There are plenty of places where people can argue the merits of various software licensing schemes; in fact, if you want to talk about this stuff on the OGA forums, that's fine by me, provided everything stays civil. What I want to avoid is people being non-constructive and/or rude. If you feel the need to make rude comments about someone because they chose a particular license, game engine, or programming language, there are plenty of places on the internet where that kind of thing is welcome. OGA is not one of them. :)
Peace,
Bart
P.S. I've got my next pixel art tutorial outlined, if people are waiting for that. It's pretty extensive, so I might have to split it into two parts, but it's coming along. :)
- bart's blog
- Log in or register to post comments
In this video, I go over some basic tips for improving your art, and also for making the best art possible with your current skill level. I do two pixel art demonstrations with the same subject (a vase I rendered in Blender), one of a simple shape with an outline, and two using solid blocks of color to demonstrate how to give an object a sense of volume with light and shadow.
The forum thread for this tutorial is here:
http://opengameart.org/forumtopic/oga-pixel-art-tutorial-part-3-the-basics
- bart's blog
- Log in or register to post comments
Just a heads up, since a lot of people might be interested in this:
Today only, Kenney's complete CC0 asset pack (normally available only to donors) can be downloaded from his site for free:
http://kenney.itch.io/kenney-donation
- bart's blog
- Log in or register to post comments
Spoiler: My favorite program from Part 1 is Krita, although I cover a number of editors, and you don't need to be using Krita to follow along with later videos. You can safely skip the second video if you're not interested in Krita, although I'd recommend checking it out. :)
Tutorial forum threads:
- bart's blog
- Log in or register to post comments
There's a free/open source pixel editor (aptly named "pixeditor") written in Python that could use a new maintainer. You can see an old forum thread about it here.
It's stable and usable as it is, and has (in my opinion) about the most intuitive animation support that I've seen in any pixel editing program, but it's still in need of some more features.
Here's a relatively recent screenshot. Notice the animation timeline.

If you're interested in contributing, the original author has offered to help someone get started. You can find the git repository here.
Bart
- bart's blog
- Log in or register to post comments
A short video explaining how to use the collections feature and automatically generate credits files here on OGA.
- bart's blog
- Log in or register to post comments
This is the first tutorial for OGA's new YouTube channel. I've also posted it to the Tutorials forum.
Also, as an aside, we have a couple of new features:
- It's now possible to add a youtube video to forum posts. Other video sites (Vimeo, etc) may be added if there's demand.
- I added the share icons to forum posts. Should have thought to do that earlier. :)
Bart
- bart's blog
- Log in or register to post comments
OpenGameArt.org is excited to announce that as of April 1, 2014, we have been acquired by Facebook!
As a result of this deal, we promise that absolutely nothing will change even though Mark Zuckerberg now literally owns BartK. We will not, for instance, take away all current license options and replace them with a single license that grants all ownership of your content to Facebook. And we definitely won't start sending all your data to advertisers and government agencies. Furthermore, one thing we in no way have plans to do is frequently "upgrade" our privacy settings and assume that you want all of your private data to be publicly viweable.
When asked to comment, OGA founder Bart Kelsey said, "Well, it seemed like the thing to do. We're just coming off of a successful funding campaign, so what better way to drive a (*ahem*) rift between us and our users than to sell the site to a company that clearly doesn't have the interests of artists and game developers at heart. In case you're wondering, I'm pretty much in full spin mode right now. Realistically, there's no way I could possibly justify this to anyone (least of all our loyal userbase), but on the other hand, what do I care? I can hardly hear all the complaints from underneath this gigantic pile of money."
Facebook CEO Fake Mark Zuckerberg said of the deal, "It was the right time to act. Historically, OpenGameArt does annoying things right around April 1st every year (such as their acquisition and monetization of Battle For Wesnoth, and their addition of DRM which made all of their hosted art only work on alternating Tuesdays), so it seemed like the right time to do something that would make all of their contributors want to pull their hair out. And as my company [Facebook] continues its slow but inexorable death spiral, it's my personal goal to bring down as many well-liked, user-centered projects with us as we possibly can." Zuckerberg then pulled his pants down and mooned everyone in the press room.
As alwyays, we wish everyone a happy April Fools Day!
- bart's blog
- Log in or register to post comments
Hey folks. Since I'm kind of on a roll, I thought it might be a good time to try and address UI issues on OGA. If anything looks bad, doesn't work, or needs to be reorganized in some way, reply to this and let me know and I'll see if I can fix it.
Note that there are a few things that I can't/won't be dealing with in the near future:
- A re-theme of the site -- It's just not feasible at the moment with the amount of time (and money) I have available.
- There are too many fields on the art submit form -- While this is a frequent complaint, it's also a frequent complaint that we don't ask for enough info on art submissions. I'm asking people to fill out the absolute bare minimum of what we need in order to be useful. If you have ideas for the art submission form that don't involve removing fields, I'm all ears.
Bart
- bart's blog
- Log in or register to post comments
