Placeholder graphics: Difference between revisions
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(RPG assets by Chasersgaming) |
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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 | 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: | So it's better to use assets that require nothing more than crediting the author, like these: | ||
<gallery> | <gallery> | ||
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File:Jroatch-chr-sheet.chr.png|Full CHR sheet by JRoatch | File:Jroatch-chr-sheet.chr.png|Full CHR sheet by JRoatch | ||
</gallery> | </gallery> | ||
== External links == | |||
*[https://chasersgaming.itch.io/rpg-assets-nes RPG assets by Chasersgaming on Itch] (CC0 Public Domain) |
Revision as of 02:40, 20 February 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:
- Develop an engine
- Make a playable tech demo
- Attract artists
- 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. So it's better to use assets that require nothing more than crediting the author, like these:
External links
- RPG assets by Chasersgaming on Itch (CC0 Public Domain)