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879415 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 03:36:21 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Programming at first, art later?
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Author Topic: Programming at first, art later?  (Read 1297 times)
Daniel Seabra
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« Reply #15 on: August 16, 2012, 06:59:11 AM »

If you're talking about an engine with basic game mechanics, then no, the art is completely unnecessary until later.

However, I like to start with the art for my game. First of all, it's something relaxing and not that frustrating, unlike code. Secondly, it gives you an idea for what kind of setting you're game is going to be taking place in, which is useful for later coding things correctly, and also design of the story, and levels, and so forth. Also, like Paul Eres said, there are some basic art/code relationships. For example, if you're game is going to be 2x (e.g. http://wmp.comyr.com), then you'll need to make sure not to leave any 1px holes anywhere in your engine or it'll look terrible. Additionally, you're going to have to make a lot of changes in your engine in order to make the art work in the game. Let's say, for example, that the art you're given has grass clumps as tiles that go over the player sprite. You'll have to change your code so that it draws the grass automatically at the right depth, and sometimes editing your engine isn't...the friendliest thing, especially if you're a messy coder (I speak from experience).

A nice option if you're not very artistically inclined is to make a texture pack interface with your own polygons/programmer art as the first tileset/texture pack. That way, when you meet an artist sometime, you just give him that one file and tell him to put his own art in. Then you just exchange the old file for the new file and, boom! Almost no work required. This is also from experience. Tilesets are cool.

Edit: Clarity.
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« Reply #16 on: August 18, 2012, 04:35:29 PM »

After personal experience, I would say that you should focus on the programming first. I was working on a game, and I began focusing too much on the sprites on it, that I completely forgot the programming and got confused in the end.
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« Reply #17 on: August 18, 2012, 04:43:47 PM »

making the actual game first ensures you don't waste assets
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ASnogarD
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« Reply #18 on: August 19, 2012, 03:25:38 AM »

I tend to mix it a bit... I use symbols initially, then move to more refined art when I want to see some visual progress (it helps with motivation, seeing some of your ideas on screen).

Hehe, even the coding works the same way, hack it then clean it... ie first make it work, then make it work nicely type of code. I find if I get the result I wanted from a hacked piece of code it far easier to go through that and refine it to neat code... than try code the piece neatly from scratch (thats due to me being a beginner hobbyist coder... and hobbyist amateur artist).
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