Placeholder graphics: Difference between revisions

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(an example of the sort of trouble that copying placeholder sprites from other games can get you into, per Matt Hughson)
 
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But in order to make the demo, you'll need some art assets to put in your demo.
But in order to make the demo, you'll need some art assets to put in your demo.
Some people prefer to rip graphics from existing non-free NES games, but it could prove disastrous if enough of these tiles managed to make it into the final release.
Some people prefer to rip graphics 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:
Art with clear provenance will avoid the sort of negative reception that one NES project's crowdfunding campaign got for using undisclosed placeholder art from other games.<ref>White Hat (@WhiteHat94). [https://twitter.com/WhiteHat94/status/1831416018331431099 "What's with all the stolen sprites?"]. 2024-09-04. Accessed 2024-09-07.</ref>
It's better to use assets that require nothing more than crediting the author, like these:
<gallery>
<gallery>
File:Drag - generitiles.png|Generitiles by Drag
File:Drag - generitiles.png|Generitiles by Drag
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File:Russian-font.png|Russian font by qalle
File:Russian-font.png|Russian font by qalle
</gallery>
</gallery>
== References ==
<references />


== External links ==
== External links ==

Latest revision as of 19:08, 7 September 2024

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 graphics from existing non-free NES games, but it could prove disastrous if enough of these tiles managed to make it into the final release. Art with clear provenance will avoid the sort of negative reception that one NES project's crowdfunding campaign got for using undisclosed placeholder art from other games.[1] It's better to use assets that require nothing more than crediting the author, like these:

References

  1. White Hat (@WhiteHat94). "What's with all the stolen sprites?". 2024-09-04. Accessed 2024-09-07.

External links