Kennedy Richard maintains OSS
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kennedyrichard.com
Kennedy Richard maintains OSS
@kennedyrichard.com
2.5K followers 350 following 500 posts
Love people, tech and art. Many Python hours, some Rust, JS, PHP, more. Open-source maintainer of the Indie Smiths project and its apps/games: https://github.com/IndieSmiths Also a Business Administration graduate. Posts in 🇺🇸/🇧🇷 He/him/cis
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👋 Hello! I'm Kennedy. I present you:

➡️ Nodezator, a Python node editor, and
➡️ Bionic Blue (WIP), 2D platformer game

Both in the public domain here:

🌐 github.com/IndieSmiths

Indie Smiths is a personal project to promote and provide fun, learning & value with open-source apps, games and content.
Very charming and fluid animation, congrats.
Can't come up with an atomic example, but I have a real use-case: traversing DAGs (some might consider them tree-like, but I think the mathematical concept, as well as possible configurations, are more complex than a tree).

Just check the yield_* functions in this file: github.com/IndieSmiths/...
nodezator/nodezator/graphman/utils.py at main · IndieSmiths/nodezator
A generalist Python node editor. Contribute to IndieSmiths/nodezator development by creating an account on GitHub.
github.com
E agora q BB tem armaduras tá muito daora. Embora eu goste da estética de modelos 3D com membros separados da era PS1, os modelos têm um charme especial.

Muito provavelmente vou adotar o BB pra um projeto futuro.
Acho que ambos são ótimos, dependendo do requerimento do projeto (e é claro a preferência pessoal tem peso tb), mas tbm acho q pra low-poly+pixel art, BB tem a interface mais intuitiva e eficiente.

Quanto mais ferramentas de modelagem de código aberto, melhor pra nós usuários.
Best werewolf design in the history of entertainment. (okay, that might be overdoing it, but at least, it is the best design that I know of , or at least the one I find more beautiful).
Another awesome Kenney's update almost out of the oven.
Almost done updating my Graveyard Kit, I've remade every single 3D model in this #gameassets pack. It'll release (probably!) near the end of the week, free for everyone and can be used for any purpose.

Thank you for all your support all these years! ✨
I intend to release the first level of the game in a month or two (hopefully). Until then the content in the development branches has a soft lock to prevent people from being spoiled. Just a bit more time and it will all be available again to everyone.
Language support feature I implemented recently (it is not on the main branch yet because I'll only merge everything in a month or two when I release the first level of the game)

#gamedev #indiedev #indiebr #python #pygame-ce
Thank you for the reply. Wish you success on your project!
What a cozy little charming environment 😍

I don't recall having ever laid my eyes upon such art style (at least not with that exact configuration). May I ask the engine/lib and tools used?
IMHO both are fine, it all depends on the requirements or art direction of the project using it.
Which is why I've been curious to see what people can make with BB.
Thank you for sharing your perspective. I don't have a favorite, recommend both, depending on the requirements/art direction of a project.

It is just that for many low-poly or voxel aesthetics I personally feel like using Blender is like using a bazooka to hunt rabbits.
Next step: play with Blockbench?
You are very talented, congrats. One work better than the other.
2D camera tracking for the Bionic Blue game (open-source public domain serious game project in active development).

Playable content shown isn't available yet, but I hope to release it this month or next one, as soon as it is ready (intro level with a boss fight).

github.com/IndieSmiths/...
Congrats! Very charming, beautiful assets.
Congrats. I'm not an expert, but from my own experience I think narrative is so neglected in games.

It is always special when we feel that play is connected with the world and that the world is concise. I rather play a simpler more concise game than a more complex one with disconnected elements.
Newbie indie dev/OSS maintainer here.

Given a set of n people following/exposed to your projects each year, the higher the number and variety of your projects, the more likely it is for a person from that set to be interested in at least one of them. Each new project potentially expands your reach.
Since you're from Brazil as well, in case you don't know, you have free access to psychologists and all.

Just ask around or search the internet. Yes, it takes a lot of time until a spot opens up, usually several months, but it is worth the wait anyway. Feel free to dm me if you need more pointers.
Yeah, I've used in the past and am considering it for a future project (but in 2 yrs or so). Big fan of all open-source engines/frameworks.

It is kinda sad seeing people trying to imitate AAA studios (without having the budget of one) by pursuing realistic 3D graphics just for the sake of it.
Yes, take Panda3D for example. For many years it's been able to achieve PBR graphics. It is not about the tool, but about its holder.

One more point: people must realized PBR/photorealism isn't superior to stylized graphics either (nor inferior, ofc). It is just one possible art style.
Thank you for your invaluable service to the gamedev community worldwide.

They are well-made enough to be used as final art, but even their usage as placeholder art is already very useful and can save a lot of time and money in both pre-production and production.
kenney.nl Kenney @kenney.nl · Aug 19
In the last decade I've released more than 160 packs of 2D sprites and 50+ packs of 3D models - they're all completely free to use by anyone for anything! Not thinking of stopping anytime soon, it's a lot of fun and the community support is fantastic! ✨

kenney.nl/assets
Assets · Kenney
kenney.nl