Placeholder graphics: Difference between revisions

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(we got some)
(I've asked for submissions on the forum - http://nesdev.parodius.com/bbs/viewtopic.php?p=56775#56775)
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Ordinarily, it goes like this
Ordinarily, it goes like this
# Develop an engine
# Develop an engine
# Make a demo
# Make a 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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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 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.
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 attribution to 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|Drag
</gallery>
</gallery>

Revision as of 01:51, 19 February 2010

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 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: