Placeholder graphics: Difference between revisions

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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
File:Jroatch-chr-sheet.chr.png|Full CHR sheet by JRoatch
File:Russian-font.png|Russian font by qalle
</gallery>
</gallery>


== External links ==
== External links ==
*[https://chasersgaming.itch.io/rpg-assets-nes RPG assets by Chasersgaming on Itch] (CC0 Public Domain)
*By Chasersgaming on Itch: [https://chasersgaming.itch.io/rpg-assets-nes RPG Assets (NES)]; [https://chasersgaming.itch.io/tile-set-pack-7-nes Tile Set Pack for NES] (CC0 Public Domain)
*[https://opengameart.org/ OpenGameArt] (Various licenses)
*[https://opengameart.org/ OpenGameArt] (Various licenses)
**[https://opengameart.org/content/nes-like NES-like category]
** Start with [https://opengameart.org/users/surt surt]
*[http://adamatomic.com/bomberplanet/assets.html Some ''Bomber Planet'' backgrounds] (PD)

Latest revision as of 00:25, 11 March 2021

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. So it's better to use assets that require nothing more than crediting the author, like these:

External links