Placeholder graphics: Difference between revisions

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File:Sik caveman recolor.png|Caveman, cavewoman, and enemies by Sik
File:Sik caveman recolor.png|Caveman, cavewoman, and enemies by Sik
File:American football field.png|American football field (for Mode 7) by tepples
File:American football field.png|American football field (for Mode 7) by tepples
File:Jroatch-chr-sheet.chr.png|Full CHR sheet by JRoatch
</gallery>
</gallery>

Revision as of 15:45, 23 January 2018

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: