Like I stated previously, I was concerned more on the technical aspects rather than the artistic side. This was never intended for release. I work in the industry and it's not uncommon to use placeholder art to progress the tech side of things.
@thedragonb0y ... Because I wasn't intending to use said sprites for a final game? It was meant to get a prototype up and running quickly without the need to spend too much time on creating the spritesheet. Whatever tech I come up with for my own projects initially use placeholder art. If I get further along with actually using the tech for a personal project, I replace those placeholder with original art.
This demo was not meant to take credit for placeholder art.
@thedragonb0y Because it's just not as interesting? Colored blocks are fine don't get me wrong, but if you want your demo to look half decent, at least use something that could resemble a game. Also, it allows a developer to create a pipeline for what's needed in the future. And even if you used colored blocks, you'd still need to put the time and effort in making it look nice when it animates. Finding placeholder sprites was still much faster for what was intended.
@rmsamonte Ah you mean demo, not prototype (I prototype my engine usually with pen&paper or very simply objects while coding).
For a Demo you need to be using your finalized version (or close to it) which means original characters (plagiarism is a burning hot floor to walk on). That's when your distributing the game after all (for selling or a quick look before download if it's shareware)
Prototype and demo can be interchangeable. If by demo you mean a game that's almost ready to be released, then I see your point. But if you're talking about game development R&D, both can be used with the understanding that whatever is shown is still in the works whether you have final or placeholder art.
Having worked in the industry for over 10 years, I know the consequences. I am an honest developer and would never release anything that infringed copyrights or used illegal tools.
Yes, let it be known...I am only using this demo as a learning tool. I never intended to release this as a game. I only used whatever sprites I could find online that had frames of animation since I am not an artist.
Hi. I'm thinking of making XNA games, hopefully making a little money, but I know absolutely NOTHING about C, C++, or C# coding. Can someone tell me what programs and applications I'll need to get a basic game running? If someone knows tutorials, please let me know.
wtf
supermarioitsme 7 months ago
Like I stated previously, I was concerned more on the technical aspects rather than the artistic side. This was never intended for release. I work in the industry and it's not uncommon to use placeholder art to progress the tech side of things.
rmsamonte 1 year ago
Why don't people actually attempt to learn how to make their own sprites instead of cut, paste, recolor?
thedragonb0y 1 year ago
@thedragonb0y ... Because I wasn't intending to use said sprites for a final game? It was meant to get a prototype up and running quickly without the need to spend too much time on creating the spritesheet. Whatever tech I come up with for my own projects initially use placeholder art. If I get further along with actually using the tech for a personal project, I replace those placeholder with original art.
This demo was not meant to take credit for placeholder art.
rmsamonte 1 year ago
@rmsamonte Then why not just use colored blocks? It's much easier.
thedragonb0y 1 year ago
@thedragonb0y Because it's just not as interesting? Colored blocks are fine don't get me wrong, but if you want your demo to look half decent, at least use something that could resemble a game. Also, it allows a developer to create a pipeline for what's needed in the future. And even if you used colored blocks, you'd still need to put the time and effort in making it look nice when it animates. Finding placeholder sprites was still much faster for what was intended.
rmsamonte 1 year ago
@rmsamonte Ah you mean demo, not prototype (I prototype my engine usually with pen&paper or very simply objects while coding).
For a Demo you need to be using your finalized version (or close to it) which means original characters (plagiarism is a burning hot floor to walk on). That's when your distributing the game after all (for selling or a quick look before download if it's shareware)
thedragonb0y 1 year ago
Prototype and demo can be interchangeable. If by demo you mean a game that's almost ready to be released, then I see your point. But if you're talking about game development R&D, both can be used with the understanding that whatever is shown is still in the works whether you have final or placeholder art.
Having worked in the industry for over 10 years, I know the consequences. I am an honest developer and would never release anything that infringed copyrights or used illegal tools.
rmsamonte 1 year ago
THis game is completeyl athiest
minidude154 2 years ago
Yes, let it be known...I am only using this demo as a learning tool. I never intended to release this as a game. I only used whatever sprites I could find online that had frames of animation since I am not an artist.
rmsamonte 2 years ago
the main character sprite is from splatter house 2...
nuthinbuttrubl89 2 years ago
yup
noahyen 1 year ago
XNA, huh? Interesting! Do you have any more info?
Kukojin 2 years ago
This has been flagged as spam show
Hi. I'm thinking of making XNA games, hopefully making a little money, but I know absolutely NOTHING about C, C++, or C# coding. Can someone tell me what programs and applications I'll need to get a basic game running? If someone knows tutorials, please let me know.
Jaketheleopard 3 years ago
Dam, i got collision detection, 2 player, and some ok sprites drawn by me, but i cant for the life of me figure out how to animate
sodafountan 3 years ago
Haha
Lordi80 3 years ago
NICE!!!!!!!!!!!!!!!!!!!!!!!
victor360hd 3 years ago
Hey brotha brotha
NiteCamo 4 years ago