I use none lossy bitmap formats like .bmp, but svg is ok, you can just save the images out as a bitmap or raw file to use in your games, the main problem for coders is actually getting good and consistent artwork, there's as much work (if not more) in the game art than the engine to be honest.
for example a menu screen can have say two backdrops (one ghosted...one or both may be animated), twenty buttons (may or may not be identical) in unselected/selected states, maybe light patches for same to illuminate background when selected, a sidebar graphic, animation panels, animated text (may or may not be coded), animations for sidebar opening/closing, small windows showing current options etc
say 100 bits of artwork/animations/video clips, and that's not for the actual game, just the player menu, when your best stick man looks like an asterisk you can see why many coders use "placeholder" graphics
the main issue is most artists lose interest after the 30th select icon or whatever, take a look at say the menu for Need For Speed II SE, how many individual bits of artwork can you see?, now select an option, how much did the total just go up by?, just that main menu has a huge amount of resources in it.
what normally happens is some artist offers to supply your game art thinking it will fill in few hours, then they find they are gonna spend all weekend doing the basic backgrounds for levels 1 & 2 of a one hundred level game
, and when they have those done they can start on the sprites and animations for level 1 :huh: , thank you :wacko:
Imo game art is the biggest stumbling block for so many coders, I must have trashed hundreds of games (I write the code for fun mainly...like most people do sudoku or crosswords for fun), once the code works I generally just end up deleting it, nobody wants to play games with numbered boxes for players/npc`s, primary coloured rectangles for buildings and dingy green splodges for trees (and its embarrassing when someone says "you spent a month on THAT HAR! HAR! HAR!)
I guess there may be a LOT of closet coders around, likewise, an artist could spend months making artwork for some guy who is all talk and no ability, I have seen it happen, then all that work is wasted (unless the game is open source and it gets forked or taken over), or the game is 3/4 done and it turns out the artist has been pinching from someone else's work and hoping it won`t be noticed
, then you are back to square one
plus a lot of people can`t see past the place holders to see what actually is going on in the game its self, it makes it hard to get anyone interested when you are going
"no! the blue box with 7 on it is a demon, the red one with 3 on it is a fireball and the fireball is one of 32 animation frames, the demon actualy should have a pitchfork, thats why the players green box with 1 on it gets damaged if you get less than twenty pixels from the demon, thats not bad coding, thats a game feature"
etc
coders have it easy, we think in our languages of choice, want a feature?, takes me longer to type it into the compiler and find the tryping erros :twisted: than to work out how to do it, artists and sound people are what's REALY needed in a project (imo)
Hobbyman