Placeholder graphics: Difference between revisions

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(kaboom)
(Now you can make your own NES game, with blackjack and hookers! Well maybe not, but at least this will help with the blackjack part.)
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Most programmers can't produce large quantities of high-quality pixel art.
Most programmers can't produce large quantities of high-quality pixel art.
So for a game that uses a scrolling map, it is wise to enlist artists.
So for a game that uses a scrolling map, it is wise to enlist artists.
Ordinarily, it goes like this
Ordinarily, it goes like this:
# Develop an engine
# Develop an engine
# Make a tech demo
# Make a playable tech demo
# Attract artists
# Attract artists
# Make the game itself, as a total conversion mod of the demo that you produced in step 2
# Make the game itself, as a total conversion mod of the demo that you produced in step 2
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So it's better to use assets that require nothing more than crediting the author, like these:
So it's better to use assets that require nothing more than crediting the author, like these:
<gallery>
<gallery>
File:Drag - generitiles.png|Drag
File:Drag - generitiles.png|Generitiles by Drag
File:Explosion 24px ani.gif|tepples
File:Explosion 24px ani.gif|Explosion by tepples
File:Cards 32x24.png|Playing cards by tepples
</gallery>
</gallery>

Revision as of 06:07, 6 December 2011

Most programmers can't produce large quantities of high-quality pixel art. So for a game that uses a scrolling map, it is wise to enlist artists. Ordinarily, it goes like this:

  1. Develop an engine
  2. Make a playable tech demo
  3. Attract artists
  4. Make the game itself, as a total conversion mod of the demo that you produced in step 2

But in order to make the demo, you'll need some art assets to put in your demo. Some people prefer to rip art assets from existing non-free NES games, but it could prove disastrous if enough of these tiles managed to make it into the final release. So it's better to use assets that require nothing more than crediting the author, like these: