ID:538280
 

Poll: Is using pixel art as placeholders okay?

Yes 74% (23)
No 19% (6)
Undecided 6% (2)

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Okay, so here's the thing I need opinions on.

Finding a pixel artist for a smaller community can be quite the task, and I'm beginning to enjoy fitting the world together BEFORE I start programming. I feel if I start programming stuff and I don't have any art and world to base it around, it slows me down. So here is the question.

Is using Pixel Art from other Console Games a bad thing to do until you find someone competent enough to create and bring the said project to life?

I suppose technically it is still ripping, but is it morally wrong if I'm being honest about everything, and I only plan to use it as place holders? I'm currently working on a little project off to the side, and I'm hesitant with the lack of art and design, and that feeling in my gut that's wondering if using place holders is okay.

I'd love if you guys can vote, AND please leave a comment on what you voted and why. This would help me a ton.
Aslong as people know your only using it until something is made to replace it. i see no problem in it.
Why would you steal art from retail games when there are loads of free resources you can use as placeholders without breaking copyright laws? Seems pretty silly to me.
In response to Robertbanks2
Robertbanks2 wrote:
Why would you steal art from retail games when there are loads of free resources you can use as placeholders without breaking copyright laws? Seems pretty silly to me.

I suppose I'd prefer this method, now that you mention it. However, it's not considered wrong here is it? I mean, everyone is about originality. Which is what I'm all about.

Why didn't I think of that though? Very silly of me.
I get what you're saying, I hate designing things without some art to work around. Just doesn't work right in my head.

Generally what I do is just make crappy stick figures and stuff in the meantime, though.
In response to JunK Games
JunK Games wrote:
I get what you're saying, I hate designing things without some art to work around. Just doesn't work right in my head.

Generally what I do is just make crappy stick figures and stuff in the meantime, though.

Would you consider using open source material a bad thing to do as placeholders?
Hm well that depends. If you're doing it while you make the game and for beta testing and whatnot, then no not at all.

If you're planning to release the game with them and just keep them until "something better comes along" or whatever, then kinda yeah.
Using open source art is perfectly reasonable, that's why it exists. Eventually you'll want to get your own art custom made to suit the theme and aesthetic of your game, but that's not really necessary until you're ready for a full public release of the game.
^ What he said :)
In response to Robertbanks2
Robertbanks2 wrote:
Using open source art is perfectly reasonable, that's why it exists. Eventually you'll want to get your own art custom made to suit the theme and aesthetic of your game, but that's not really necessary until you're ready for a full public release of the game.

This input helps a lot. Thanks. I just get all stressed about not being able to program anything because I don't have art for what I'm doing.

When I first started learning DM back in 2009, I was always discouraged because I had no art. Now I'm kinda leaning towards having the image done before the core programming. Such as the visual aspect of the world I'm creating. For example, I'd want the world done, and the only thing you can do is walk around. I'd prefer to have all of that taken care of before I program core components for a world the doesn't exist. xP
In response to Lavitiz
Lavitiz wrote:
I'd want the world done, and the only thing you can do is walk around. I'd prefer to have all of that taken care of before I program core components for a world the doesn't exist. xP


This isn't completely unreasonable, but could be detrimental depending on the type of game you're making.

For a large scale RPG, building a setting first, then an adventure to take place in that world is fine, it creates the illusion of a more full world that has existed before the story and will carry on after it's over.

For a platformer or action game, you would want to design your world and levels specifically around the core mechanics of your game, otherwise they'll just end up generic and boring. Without knowing exactly how those core mechanics work and being able to try them out in the world as you build it, you won't be able to design fun and interesting areas.
In response to Robertbanks2
Robertbanks2 wrote:
Lavitiz wrote:
I'd want the world done, and the only thing you can do is walk around. I'd prefer to have all of that taken care of before I program core components for a world the doesn't exist. xP


This isn't completely unreasonable, but could be detrimental depending on the type of game you're making.

For a large scale RPG, building a setting first, then an adventure to take place in that world is fine, it creates the illusion of a more full world that has existed before the story and will carry on after it's over.

For a platformer or action game, you would want to design your world and levels specifically around the core mechanics of your game, otherwise they'll just end up generic and boring. Without knowing exactly how those core mechanics work and being able to try them out in the world as you build it, you won't be able to design fun and interesting areas.

Yes, that makes sense. Like you said, It would work best in an RPG setting. Which is where my programming is done. It's funny though, I've never tried any other style of game play. Might be interesting.
In response to Lavitiz
You should definitely give it a shot. You tend to learn a lot of new techniques for things you might not have considered when you're working on something out of your comfort zone.

I recently started making a sort of TCG and I actually had a bit of trouble at first adjusting from the standard BYOND RPG mindset.
In response to Robertbanks2
Robertbanks2 wrote:
You should definitely give it a shot. You tend to learn a lot of new techniques for things you might not have considered when you're working on something out of your comfort zone.

I recently started making a sort of TCG and I actually had a bit of trouble at first adjusting from the standard BYOND RPG mindset.

Yeah, which is why it seems fun. Going from RPG to a different style such as a strategy or even a shooter style. Seems like something nice to play with.

I don't think there's anything wrong with using icons from console games, it just takes a lot of time. If you really just want placeholder graphics, it'll save a lot of time to make your own placeholders. For example, the Sidescroller library has very simple graphics but they're sufficient for demonstrating all mechanics the library supports (ladders, ramps, movement, etc.)

Unless your game is directly dependent on graphics (like Ultimate Jigsaw), there won't be a difference in gameplay whether you use simple placeholders or graphics from a console game. The game should be fun, even with placeholder graphics. If it's not fun with placeholders it's not going to be fun with better graphics.
In response to Forum_account
Forum_account wrote:
I don't think there's anything wrong with using icons from console games, it just takes a lot of time. If you really just want placeholder graphics, it'll save a lot of time to make your own placeholders. For example, the Sidescroller library has very simple graphics but they're sufficient for demonstrating all mechanics the library supports (ladders, ramps, movement, etc.)

Unless your game is directly dependent on graphics (like Ultimate Jigsaw), there won't be a difference in gameplay whether you use simple placeholders or graphics from a console game. The game should be fun, even with placeholder graphics. If it's not fun with placeholders it's not going to be fun with better graphics.

Thanks for your input, I appreciate it. I suppose simple self made graphics as placeholders would defiantly speed up the process in the development point of view. Sounds like it might be more worth my time if I create some simple stick figures and all.
Yut Put wrote:
Placeholders are totally cool, especially if it helps get the game out faster. I'll use placeholders until I'm confident the playable game is worth making art for

Thanks for your input, Yut Put.
If you create an enjoyable game with placeholder graphics, it will make it easier to find those elusive pixel artists you need to create original ones. I've made a few graphics for a couple of other peoples games just because I enjoyed playing and wanted to encourage the developer to continue.

EDIT: Personally, I need to get much of the game mechanics functional quickly to keep myself motivated. Working on the graphics is the fun part, for me at least. I can put that off until later. :)
I say using art from another game is fine if they're place holders, but you shouldn't be content with that art to the point of settling for it, and like RobertBanks said, there are free alternatives. Using any art to help you get into the groove of coding is fine be me, but releasing the game to the public with "ripped" art gives the game a bad first impression.
In response to Truseeker
Truseeker wrote:
I say using art from another game is fine if they're place holders, but you shouldn't be content with that art to the point of settling for it, and like RobertBanks said, there are free alternatives. Using any art to help you get into the groove of coding is fine be me, but releasing the game to the public with "ripped" art gives the game a bad first impression.

Of course. Free resources is the way to go for sure. I'm protected and it's all free to use until I have art that can replace it.