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Using "Free" Sprites in Commercial Games
#1
Question 
So, I've been developing my game for the last five months or so. Overtime I've learned quite a bit about programming, it's GML so more related to the syntax of Java than anything, but it's something! Which is more than I can say before this. The most programming I had ever did was drag and drop stuff way back when Gamemaker Studio was Gamemaker 6. It's funny looking back, I kept telling myself that this is the perfect solution and I'll never have to learn how to write code.  Blank

Of course, had I known how easy it was to learn code I would have just tried to learn that. Coding isn't always easy and I'm still way behind since I often use if statements and timers more than anything, but so far I haven't ran into too many issues.

Anyway, before this becomes a rant let me just ask what I wanted to. I've been building a 2D Platformer for a while now, it started off as a Metroidvania like game, however I'm not sure if I can do a project like this considering it's just me so far. I've had to make a few compromises with what I want, this includes art. I'm not much of an artist (I used to 3D model, but that didn't 'take'). For most of my project I've been using free sprites that are either public domain or licensed under creative common. I've altered them and learned a bit, but most of my time (lately) is used building the levels and programming in new ideas. It's far more convenient to simply look up what I want, make sure the licenses is proper for commercial projects and then I can use or alter it for my game.

Anyone who wants to make a game all strive to be better programmers, artists, sound designers etc... I was just wondering does anyone here think using other sprites, instead of designing my own custom ones would be, eventually, holding myself back? Is it too unprofessional, or is it fine? Making this game has been a hugely time consuming process and I feel if I took the time to learn sprite art then my game might never be finished. I guess my overall question would be: Is this a good idea? Each sprite I use, by the way, would be credited with a link to their license. I'm more asking peoples opinions, would it bother you if you played a game that didn't use custom sprites?
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#2
Personally, as a player, it wouldn't matter at all. If the sprites work, they fit in how they should, animate smoothly and so on, I wouldn't really care whether they were made specifically for the game or not. Integrally, it shouldn't matter if they work just as well.

However, as a developer myself, I would advise against it. Using premade sprites that were not made for your needs specifically means you will not have the all the sprites you need. It's very unlikely that there is a complete set of art assets that contain all you need for your game, in the quality and style you want. You'll be changing your game to fit the sprites, which isn't what game design is about.
I mean, they might be great sprites, and they're certainly useful as placeholders, or maybe for a smaller project (a Flash game or maybe a small mobile app). You sound like you're making a full-blown, fairly large game though. Not having sprites made to your needs is, in my opinion, not a great choice. It's doable, but your game would likely suffer from it.

In addition, I can say that it would be an immense task to try and make this game on your own. Again, it's possible, but it would take a lot of time and effort, especially if this is the first game you've ever made. Having more people for things like art and music would make it easier for you and surely improve the quality of your game.

These are all suggestions. It's your project, and I definitely hope you do well whatever choices you make. This is just stuff that I know from my experience and observations on game development, and I'd encourage you to consider them.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#3
I agree with puggsoy. I dont have a problem with the sprites as long as it plays well. But from another perspective, making your own sprites would prove to be much better. You wont need to make unnecessary adjustments to your game due to a lack of resources and on top of that, your game will be original. You can also make the sprites and the art match the theme you wish, thereby making the game feel "complete" in a sense. I personally dont think you should go about making a game by yourself at all. You need to have some partners to help you with it. If you want you could ask for help here and see who's willing. Just ask for a recruit for a specific task(s) and post. I'm sure you'll find willing people especially since you're doing something too. Do you have anything we can see or?
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#4
I wouldn't mind, so long as it was innovative - but, for example, on gaming platforms like Steam, people will dock points from their reviews for you doing so. :/


So like, if you use default assets, I'd try to come up with hecka likeable writing, be it the characters or story, and very sexy level design.
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#5
(12-15-2014, 05:32 AM)puggsoy Wrote: Personally, as a player, it wouldn't matter at all. If the sprites work, they fit in how they should, animate smoothly and so on, I wouldn't really care whether they were made specifically for the game or not. Integrally, it shouldn't matter if they work just as well.

However, as a developer myself, I would advise against it. Using premade sprites that were not made for your needs specifically means you will not have the all the sprites you need. It's very unlikely that there is a complete set of art assets that contain all you need for your game, in the quality and style you want. You'll be changing your game to fit the sprites, which isn't what game design is about.
I mean, they might be great sprites, and they're certainly useful as placeholders, or maybe for a smaller project (a Flash game or maybe a small mobile app). You sound like you're making a full-blown, fairly large game though. Not having sprites made to your needs is, in my opinion, not a great choice. It's doable, but your game would likely suffer from it.

In addition, I can say that it would be an immense task to try and make this game on your own. Again, it's possible, but it would take a lot of time and effort, especially if this is the first game you've ever made. Having more people for things like art and music would make it easier for you and surely improve the quality of your game.

These are all suggestions. It's your project, and I definitely hope you do well whatever choices you make. This is just stuff that I know from my experience and observations on game development, and I'd encourage you to consider them.

I'm not making a huge game. This is my first real project, it's best not to be too ambitious here. So far I am happy with the sprites I have, they don't seem like placeholders. I have one other helping me out, but so far I haven't really formed a team because I don't have too much to show. I wanted to impress people with what I have instead of telling them what I want. So they can make a decision on their own to join me or not. They are good suggestion, but I don't know if I can replicate what I have on my own.
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#6
(12-15-2014, 02:59 PM)Cold Spike Wrote: I'm not making a huge game. This is my first real project, it's best not to be too ambitious here. So far I am happy with the sprites I have, they don't seem like placeholders.

WELL

If you're doing it as a "oh, this is my first, small game I made with GM Studio", then it's no big deal. you might even come back to it someday and spruce it up until you feel it meets your expectations.
Yes, even if you put it on your website as part of an online resume, making it with default assets is OK as long as the game is mechanically sound. Also, originality gets you points with potential employers/admirers/etc..

but if your intention from the beginning is to monetize off of it or something, then yeah, you'll want to create your own assets.
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#7
(12-15-2014, 08:23 AM)BlueBlur97 Wrote: I agree with puggsoy. I dont have a problem with the sprites as long as it plays well. But from another perspective, making your own sprites would prove to be much better. You wont need to make unnecessary adjustments to your game due to a lack of resources and on top of that, your game will be original. You can also make the sprites and the art match the theme you wish, thereby making the game feel "complete" in a sense. I personally dont think you should go about making a game by yourself at all. You need to have some partners to help you with it. If you want you could ask for help here and see who's willing. Just ask for a recruit for a specific task(s) and post. I'm sure you'll find willing people especially since you're doing something too. Do you have anything we can see or?

I have a bit to show, give me some time and I'll show some examples of what I want this game to be. I can't promise to show everything, but I'll at least have something other than screencaps.

(12-15-2014, 03:01 PM)Kosheh Wrote:
(12-15-2014, 02:59 PM)Cold Spike Wrote: I'm not making a huge game. This is my first real project, it's best not to be too ambitious here. So far I am happy with the sprites I have, they don't seem like placeholders.

WELL

If you're doing it as a "oh, this is my first, small game", then it's no big deal. you might even come back to it someday and spruce it up until you feel it meets your expectations.

but if your intention is to monetize off of it or something, then yeah, you'll want to create your own assets.

My intention is both, first game and monetize. Also, it's funny you mention the creative writing. I did have some ideas to inject a unique story in the game t hat talks about its world, even the reused assets. I've written plenty of stories before, I'm usually pretty good at writing subtle stuff. Even something like breaking the 4th wall can be done horribly if not planned well.
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#8
Cold Spike. If you want genuine advice from me, here it is. Start spriting. It's better to have a strong foundation from the very beginning. I didnt know how to sprite until I came to this site. I've only practiced spriting for a total of 2 weeks and starting to get real good at it. Even if it takes quite some time to be a pro, its well worth the time and effort. Possessing the skill to be able to create various pixel art at will is a great skill to have. My avatar was made by myself and I just kept on practicing. It's your choice really. Just giving you my opinion.

On the other hand.

What makes a great game is gameplay, storyline, graphics and audio. If you can hit high with all four of them, I dont think it would really matter about using free sprites. Just make a great game man. Smile
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#9
(12-15-2014, 04:12 PM)BlueBlur97 Wrote: Cold Spike. If you want genuine advice from me, here it is. Start spriting. It's better to have a strong foundation from the very beginning. I didnt know how to sprite until I came to this site. I've only practiced spriting for a total of 2 weeks and starting to get real good at it. Even if it takes quite some time to be a pro, its well worth the time and effort. Possessing the skill to be able to create various pixel art at will is a great skill to have. My avatar was made by myself and I just kept on practicing. It's your choice really. Just giving you my opinion.

On the other hand.

What makes a great game is gameplay, storyline, graphics and audio. If you can hit high with all four of them, I dont think it would really matter about using free sprites. Just make a great game man. Smile

Thank you, both comments are welcome.

By the way, if I show off aspects from my game should I make a new thread, or?
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#10
Yes, you should make a separate thread for your game.
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