Space Ship Construction Kit
Space Ship Construction Kit
Since modular space ships are so popular nowadays, I decided to cut an older set apart and create some modules on my own. I actually consider this set more as a basic construction kit and you probably have to do a little extra work to put the parts together. For some of the test ships I had to cut and paste, clone, erase and paint over a little bit to make the parts fit better. The colors of the results can easily be changed by altering the hue and saturation.
Quick tip for GIMP users:
Edit > Preferences > Tool Options > Set Layer or Path as active. This lets you select a layer with the move tool, then you can easily drag it to another document.
I've also included the stars and nebulae that I used for the preview background, but they're nothing fancy. And there are some engine exhaust and muzzle flash/bullet sprites in the package.
Is this related enough to 'outer space' to enter the Spaaaaaaace! challenge?





Comments
"Can I omit special ships that I'd like to be genuinely unique to my game and not downloaded hundreds/thousands of times once I republish?"
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That is a legitimate concern, but consider this:
1) most serious developers will want unique/exclusive art and will be less likely to use your work
2) hobbyists would be most likely to use your work, but they don't have the reach or deliverability of the big houses or even the indie shops, meaning there's little chance that players would see your work on their games and then decide not to play your game because of it.
3) with the volume of artwork available for little or no cost these days, the odds that yours will appear prominently in major titles are pretty low. That's not a criticism on the quality of your work mind you...it's more of a "needle in a haystack" thing: somebody would have to be developing a similar game in a similar art style and would have to filter through free art sites like this to find it. It couldh happen, but, again, the odds are pretty low.
Just trying to provide a little perspective - I think your animation looks great, btw.
I don't believe these licenses are meant to restrict the act of expression through art, but meant to help the creator to get exposure. So, this is VERY limiting to the artist, in terms of expression.
What if the parts were imported into a game and animated in-game? There could be infinite animations. Exporting all of them would require exporting every permutation. It's not proper at all.
Art is art. Spirit is spirit.
I'll have to PM the OP, I guess. Thanks for the information, MedicineStorm.
Thanks Boom Shaka. My concern is having a high quality production of my own, and then having dozens of offshoot copycat productions using my assets and confusing the public, crediting me, and making everyone think I baked a gourmet cake then poured ketchup all over it before serving it.
I don't want my name as an artist to be included in low quality productions. I reserve the right to that, at least. I can just republish and ask to be omitted in the credits. I guess I can show what I can do with a shorter production and reserve the true extent of my skills once I can afford unique assets. That animation took me less than an hour, so it's not much.
I think I understand your concern, but people attributing you with the quality of their own derivatives or implying the catchup-covered-cake had your endorsement would be a violation of the copyright on their part.
Why wouldn't this still be a concern for the original artist as well? Should Skorpio be concerned you will take his art and soil his name as an artist since you might include it in a low quality production?
This license is meant to perpetuate the spirit of sharing. "You can use this art, you don't even have to pay for it, but you have to agree to keep sharing like I did." I don't think that goal is being hindered.
Well, art is art, and spirit is spirit.
I'm fine sharing final, static versions of what I create.
To share full animations is beyond the scope of the spirit of sharing, I think. We developers get a lot of hatred for being "lazy" and not making our assets different. To spend the time to make something unique, only to have to republish it, defeats the purpose.
It's not simple to 'rehash' an animation, either. So it'd be copy/pasted into other games, and that's not too cool. Having the individual parts for one to animate it themself, is much more helpful. I already have this ready for sharing.
But, see, derivative work is me coloring the ship parts and creating a unique ship. My animation of that ship is not a derivative of the artist's work. I can use any replacement art for the pieces, while keeping the same animation. It's not a derivative nor dependent upon the art in question. This is my concern.
Not to mention Lore. This is a U-Gandam. A 'Ugandan Gundam'. This concept is not a derivative of the artist's work, but merely, the artist's work was used as the tool to deliver the manifestation of the Spirit of this concept. The art can be replaced, while retaining the Lore. Thus, I'd share the ship without the eyes, as I created those, they are not a derivative of the artist's work.
Considering all of this, I actually might have to get different assets before I publish my game...
I will wait for the OP's response to my PM.
As for your question, I think it's a legitimate concern for anyone sharing material publicly. I believe it is the reason that some artists share work under CC-BY 3.0, but also include additional restrictions not to use the work in obscene material, or material that is offensive.
That's good info, though. I appreciate you taking the time. I'll have to keep this in mind the word "endorsement" and that sharing such material doesn't mean it is endorsed by the original creator. I should probably include such a statement in my own productions, simply out of respect, now that I think about it...
Hi, thanks for the amazing job! your a legend, im going to use the asset in my game!
Can I use it for commercial use?
Hello, I've used some of your ships in my little game, and even made a new one! I mentioned your work and posted a link. Chek it out:
https://mattbolere.itch.io/generic-space-shooter
https://opengameart.org/content/spaceship-boss
Thank you!
What a great idea.
Hey, thanks for your great work.
I used this asset in my academic project for Construct 3 in UCSC CMPM 80K. And I will credit you for that even though I will not publish that game.
Please let me know if you have any inconvenience.
Hi Skorpio,
I just want to thank you for your awesome space ship construction kits, which I absolutely love!
The style is exactly, what I have in mind, now i can concentrate on game mechanics and my idea and can build spaceships easily! It is so much fun, alone to create new ship styles out of the kits!
My game is working in progress, on my instagram page you can download a early beta but thats just an test/prototype because game mechanics will change significantly!
Link to Instagram with DL-Link for SpaceRocks 1-4-2 https://www.instagram.com/tiny_space_games/
thanks
wonderful... I wanna try this! Thank you!
This is great stuff. Any tips for making sidescroller-looking ships with this set, other than just rotating them sideways and pretending they're banking?
This is a really nice set that holds up even today. I plan to use this for a tate shooter currently in the works, as I am not an artist myself and tend to be a lone wolf developer. I'll post a link to the game when it's released. Thanks for the nice quality work!
If my game includes a system that allows users to assemble colors and combinations, and includes a feature that allows users to save an image, properly credits the asset author and clearly notify the user that the image has a cc-by-sa 3.0 license, will it satisfy the license?
@ghawmzldjs71: Yes that would satisfy the license. Your game should also inlcude such attribution and license indications on it's credits page, but I assume you've already planned that, yes?
Sure, thank you for your answer
You mean cc-by-sa 3.0 attribution of the game itself, right?
No, just the assets it uses. What I mean is, your users are generating ships that fall under CC-BY-SA, but you are also using assets that fall under CC-BY-SA. Your users must adhere to the license if they use the ships created in your game, but so must you. That is all I meant. The license would not apply to your game itself, just those assets.
understand, Thank you
I am currently using this in a WIP mech game, fingers crossed the project will day make it to market! Your kit is a huge boost to development, oh which most resources will some form of CC licence.
Hello Skorpio,
This sprite package is amazing and it really fits a space game I'm working on. I'm wondering if you happen to have these available anywhere else that do not require a GPL 3.0 license or if you could repost them without that. I read up on what that license stipulates and while I have no issue with giving you credit for these, the part about providing my source code for my game is not something I'm interested in doing. If you can't or don't want to change the license for these sprites, then I'll respect that decision and I'll just have to find something else to use instead.
I'm not sure if you're still active on here but I figured I'd ask anyway.
@ace106ace: Skorpio has dual licensed these assets. You can choose CC-BY-SA 3.0 if you don't like GPL. CC-BY-SA doesn't require you to share your source code, just the assets you make out of Skorpio's assets. Let me know if you have questions.
Thanks for the reply MedicineStorem.
I've seen things on here with multiple licenses and I took that to mean that all of the selected licenses had to be followed. Your reply now leads me to believe that I can pick which license I want to follow.
So if I use these assets in my game, how would I properly indicate that I'm using the CC-BY-SA 3.0 license and not the GPL 3.0?
Also I will not be altering these assets, I'd just be using what is provided since it is a construction kit which allows many different styles of ships to be assembled just from the default sprites pieces provided. So besides giving creidt for these assests, does that mean I wouldn't have to do anything else in regards to the CC-BY-SA 3.0 license?
Yep! It's always been 'pick the one you like most' :) see https://opengameart.org/content/faq#q-multilicense

You don't need to indicate you aren't adhering to the GPL 3.0 terms. If anyone objects to your failure to share your source code given the use of assets marked GPL,
you can tell them to go pound sandonly the copyright owner (Skorpio) has any standing to object to how his assets are used, and he already understands the "either/or" nature of multiple licenses on OGA. Giving proper attribution in accordance with CC-BY-SA 3.0 as well as sharing alike any changes you made to the skorpio assets covers all of that. See https://opengameart.org/content/faq#q-how-to-credit as an exmaple. In this case, the credit would look something like:Note that both CC-BY-SA 3.0 and GPL 3.0 are still listed in the credits even though you are only adhering to one of them. This is to prevent the license spectrum (and thus sum of people/projects who can use the art) from shrinking, as mentioned in the #q-multilicense FAQ above. Keep in mind you are only required to share the assets that are modifications of Skorpio's assets. Ships created by assembling skorpio's ship parts don't really qualify; that's not a new asset. it's just the existing assets above being assembled.
If you modify the parts themselves to make a new style of ship-part, that does count and those should be made available to players. Thus the "[relative file path...]" mentioned above, to indicate where the players can find the new assets within the game folder. if that is not feasible given the way your game engine packages files, let me know. EDIT: I missed your last paragraph. No need for this portion if you aren't altering Skorpio's assets.I just saw your last paragraph.
Correct. Just include the aforementioned attribution text in your credits screen and/or your credits.txt and you're good to go.
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