🌍 Get up to 70% OFF on the Spring Sale! cmonkey.co/unityspringsale2024 💬 Use Assets to plug your skill gaps and LEARN FASTER! 🔴 RELATED VIDEOS 🔴 Can I make an OPEN WORLD Game in ONE WEEK? ruclips.net/video/JeKaWX4m52I/видео.html Should you use Assets? Is it cheating? Asset flip? ruclips.net/video/cQGgexTTyIc/видео.html I made 3 UNIQUE Games with 3 ASSET PACKS! (RTS, Farming, Taxi Driving) ruclips.net/video/_48HxWkRHt8/видео.html Take your game from boring to AWESOME with this Tool! (FEEL Asset Review) ruclips.net/video/Kx2Pi8yAitw/видео.html
Your videos are great except for that ridiculous "hello, I'm your code monkey" voice intro. I have to mute the audio every time I click on your video, then unmute it after the intro passes. In my humble opinion, the videos that you made without the intro part (Quick Tips for example) leave much more professional impression.
Thanks for the video! I confess that this helped me get rid of the mentality of having to do everything from scratch. I always felt a little guilty if I used some assets 😅
That's a very good advice that I think is strangely rare to get. Noone really makes a game from scratch, what I mean by this, experienced veterans often reuse systems and utilities they made for their previous projects.
I agree with this video :) An advice I have for people who try to learn programming would also be to try to make a small game, like connect 4 or tic-tac-toe as a first project. The main idea is that you already know the rules, and they are quite simple. Therefore, you don't have to think about the game design, and you can focus on programming
If your goal is to learn all of those disparate skills, then yes. Personally I'm a programmer, I don't want to spend time improving my barebones 3D modeling or Animating skills, I'd rather spend that time just focusing on improving my programming skills even more. If you're doing it for fun then sure do anything you want, there's no wrong answer when the goal is simply fun
I love your energy man. I love that you are showing your face on your videos now. It feels more personable that way. I wish I could bottle some of your energy up and take it for myself. After three decades of being a software developer, I got a surprise gift from COVID-19... severe narcolepsy that does not respond to medication. So I will live vicariously through you until they can find a medication that works.
Great advice. I definitely fell into that trap. I kept trying to tackle bigger projects where i had to work on various skills...but i kept losing interest with little progress made. I finally started to just remake classic arcade games. Then i could focus on more limited skills while also making real progress on my projects. I finally started completing some games and sharing them with friends. And yes, I'm one person. I cant be an expert artist, animator, programmer, sound engineer, UX designer, etc, all at the same time. This is actually one reason i have stuck with Unity. While other engines may look more attractive at times, the Unity asset store ecosystem is unbeatable.
That's what my course facilitator said for my cap stone student project; buy stuff to speed up development. Though my experience looking for gothic vampire assets the amount of big boobed sucubbi in my search history became a concern (and joke among my group mates). I figure I'm still afraid of buyers regret, particularly as a student where money is tight. So I love to make the assets for fun so I can learn and have better judgement of what assets are good to buy per my needs.
There's tons of awesome free stuff on the store so I would recommend you start there Then keep an eye out for HumbleBundles, every once in a while there's one where you can pick up something like 10000 assets for $20, super cheap and allows you to make an endless amount of games.
Great video! I’m excited about developing my very first game. Until now, I've been stuck in 9-5 full-time jobs. Finally, I'm carving out some time to work on my own projects. I've been creating small asset templates for the asset store, but hopefully, one day soon, I'll have my very own first game!
This is the advice that I always give, I'm a big fan of using assets to plug your skill gaps, like I mentioned in the video it's the only reason why I was able to make my first Steam game and become a professional indie dev. Being sponsored or not doesn't really change my feelings, whether sponsored or unsponsored I always highly recommend you use assets (free or paid) to help you make your games.
@@CodeMonkeyUnity I don't doubt that. I've watched a lot of your videos over the years. Not saying it was a bad thing! I appreciate that you do videos like this instead of "BUY BUY BUY! USE MY LINK!"
Buying assets for sure spends up dev time but a template which has things such as saving/loading, scene management, persistence between scenes, etc would also help alot.
i recently started a horror game, made the ai and used some of your videos to make interactables and a bunch of other things. So now that you mentioned the assets i'll go check the asset store to make more progress in my project.
Man you always give me so many ideas. I Follow you for years and you are really great. Those videos you make are really special. Only one thing is never show or tell. How to make those assets work together... If someone will make video i dont know with compleet assets that work together and show also how to connect all those assets from unity. That will be something else. Iam really thank full for all and every one video you make i always learn something. Thank you!
I made sure to include a quick Getting Started Tutorial on my asset review videos so you can quickly learn how to use it. That's definitely a format I'd love to do some more but those videos take a ton of time to make.
I can totally agree with everything you said in this video. It's right to try to learn certain things in small projects, to test if an idea is worth it, to maybe keep working on it, or to improve your skills. and even if you have a dream game in mind, and just want to try some logic in a smaller game, there's still a chance that feature will end up in a game of your own, or make it into your dream game. improving your skillset, in an enjoyable way is always the best. and yes, assets are helpful in every way. nothing to say against that. great video.
@CodeMonkeyUnity - Have you done a video showing how you unpack and actually determine how to incorporate an asset pack? One of the overwhelming things as a beginner is lacking even the skills needed to use an asset pack in the project (Import, tie the code in, etc) - Any video with tips on this or examples of buying an asset pack and looking at it and starting to use it would be really cool! Bought your Beginner to Advanced course - looking forward to it.
It depends on the asset pack. For visuals it's pretty simple, normally I import them into an empty project and then only copy the assets that I need in my main project unitycodemonkey.com/video.php?v=URHoCQ-_WLc For tools it depends on how complex is the tool. Some things like FEEL or Text Animator (which I used in my game) are pretty simple to implement because they are very self contained. Other tools like complete game templates are much harder to work with if you want to expand upon it in such a way that the publisher did not intend. It's hard to make a general tutorial on that topic because every tool is different, the integration process will be slightly different every time.
Love your videos, awesome motivation. Working on a game myself, found that learning one thing mainly when building a game or prototyping is the best way so you can then build on it later. Keep up your awesome work!!
Dude, the real problem in the asset store for some countries is the price. In Brazil, we don't get specific prices for our currency, like Steam does with their games. So, knowing that the minimum salary here is something from 200$ - 250$ (using direct conversion), you have to be more than a normal guy financially to spend even 50 bucks in a good asset that won't even be sufficient to your game (in the most of the cases, I think, and depending on the game of course though). There are awesome ones in the internet, yeah, but sometimes it's hard to find specific ones, or big and good ones.
Video idea, show the creation of a tiny game from getting the idea to having it on steam. I personally think there are a couple steps I just don’t know exist.
7:55 that actually reminds me of Slendytubbies 3 , which used assets and then people began to notice how the game was almost entirely made out of assets from Asset Store and etc With all this asset usage the community started associating games that use assets negatively. Even going as far as calling the creator a stealer, even if he bought the assets, because some other horror indie games used some assets from a pack Slendytubbies also used. There's even a misconception that one of the models is the Tank from L4D just because of the similarity. Funnily enough, this is a case where the players DID care. Not saying it really matters, it's a separate case after all. I just wanted to share.
That's interesting, the game isn't on Steam so I can't see reviews, I'd be curious to know how many those people are. There will always be some people that do notice and see it as a negative, but it's usually a tiny tiny proportion of players.
@@CodeMonkeyUnity The game was originally a parody of Slenderman with teletubbies so I don't think it can come to Steam as it's copyrighted content. Actually these claims came from Discord and comments on RUclips videos that showed the original assets, and it's technically a small community which makes the "tiny tiny" fraction turn into a good part of the fanbase. Fortunately these claims are not as relevant as before but I still see some players point out assets that other games from the same developer or even fan games use
Agree 100% I already started with that mindset. I can do music no prob cos I am a musician. Programming is fun.... rest is store! :) P.S. Why don't you answer me!!!! :) Are you interested in doing a review video of projects that people started after learning with your courses? :)
@@CodeMonkeyUnity I know man, just messing with you. I try to post some now and than to keep the momentum going. I just have this weird urge to show you my progress as a newb game dev - probably because I've been listening to your voice for quite a while now ref back to your lessons and videos :) shure it will pass
I was never able to find any good asset. I needed UI animation and sound effects. On a sample video it looks nice but when I decided to use it in actual game, there was so many limitations that everything looked ugly and it was easier to pay audio designer, who would create unique music and effects for my game.
If you can afford some custom audio then yup that will always be the best option. And if you need just 1 specific sound then it might be cheaper than buying a huge sound pack. UI animation is usually pretty easy to find, what issues did you have? Maybe you got something that used some custom shader that was specific to some pipeline. That can sometimes be an issue
Hello Code Monkey ! How do you first test or validate your idea? What do you advice is best method? Also why do you choose steam compared to play, app stores. Steam is quite popular here in europe but it is not avalable for some countries. I never heard of steam till i moved to Europe. I am trying to figure out pros and cons of putting a game on steam vs mobile store especially when the genre i am intending to make is not action but text adventure/ quizzes
That's a great question and it's a topic I've wanted to cover for a while. I believe the best way to test an idea is to post gifs on Twitter/Reddit, you will quickly see if they gain any traction at all. If you post yet-another-platformer you will get
I knew a lot of people that hoarding so many e-books, paid assets, and maybe even paid plugins for some people, that never make a proper game or some people never even touch them. I don't really understand hoarding tendency, but I think it's unhealthy and demotivated people around quite a lot. Well maybe the demotivate part is something exclusive to people I knew. I walked away and strive for greater height. Yeah, you do too folks.
I think the reluctance of buying assets comes from uncertainty about actually finishing a game and being able to sell it to recoup the costs. And it's not unfounded: if you'll end up making only 0-1 games like most aspiring devs do, you'll have a bunch of somewhat expensive purchases you don't have a use for, while the experience and enjoyment of trying it yourself carries over. Not to say buying assets is a bad idea, you just need the financial flexibility to potentially lose money on this purchase.
Depends on if your goal is making games for fun, or if you're looking at it as a way to get an return on your investment. If your goal is to recoup the cost then yes only buy assets that you know you need for the commercial project you're currently working on But if you're making games for fun, feel free to pick up some random asset that inspires you to build a fun prototype
The best tip is choose either low-poly or realistic style, that way you can mix multiple packs without looking odd. Personally I love low poly and there's tons of assets from multiple publishers that look well together. If you go for very stylized very specific packs then yeah that does limit your options.
how long does the spring sale last like the 50% off ones i saw the easy save asset is on sale and im tempted to buy it just dont know how long i have to buy it
It really depends on how many assets total you have on screen at a time If it's a car game and 90% of the screen is occupied by the car you have different requirements as opposed to if you're making a city builder and you have a hundred meshes on screen at once.
Strange, it seems fine on my end, maybe the store went down for a few seconds? assetstore.unity.com/?aid=1101l96nj&on_sale=true&orderBy=1&pubref=unityspringsale2024
Hmm maybe a membership? There is a team named Sokpop collective that receives support on Patreon and makes a new game every month, they've been pretty successful at it.
I can say I have completed one game, and I can confidently say, which is rare, that coding is not my forte, neither is art, nor marketing. I want to make games, I have studied and practiced years on the subject, but clearly I cannot figure out how to do it.
Keep in mind that's a very very barebones "game", it's more like a visual proof of concept. It's mainly just a character controller and animation controller.
I've spoken about how I encourage you to use assets to make your own games many many times before. Like I said I have only been able to become a successful indie dev thanks to using assets myself, so it's an option that I highly recommend. If I would normally say "assets suck" but on a sponsored video I suddenly said "assets are awesome" then that would indeed be shifty, but that's not the case. I've made lots of unsponsored videos talking about the benefits of assets and I'll continue doing so since it is an extremely useful tool.
@@CodeMonkeyUnity Do understand, at the same time of you posting your video 50 other channels posted the same similiar content, you just did a Ad-Torial. You didn't make any content that was worth explaining. `Use the asset store, make it easy` and you provide a 70% off in your Description. Pretty shady, and shifty dude. Not Cool. I've been game developing for over 20 years, and i've been programming for 30. Your preying on weak minded individuals who don't have the skills necessary to build a game alone, so your getting them to waste alot of money on assets, for a chance to maybe sorta make a game. Irresponsible, and shifty as hell. You know how much money you've wasted on assets you've never used. Why don't you post your full store catalog. Let's see how many assets you actually have and use, and show the amount of wasted cash for assets you've never even opened.
@@CodeMonkeyUnity You know what have been a good tutorial, talking about how you should join together with others, support each other, and work on a game with multiple people instead of trying to learn 9 disciplines yourself. Learn how to question peoples choices, learn how to make suggestions, and try and not take over a project. Learn how to be apart of a team. cause anyone of these individuals who try to actually go into Game Dev, are going to have a rude awaking. They aren't the center of the world, they aren't the smartest person in the room, and they prolly won't be for a long time. So teaching them how to be apart of a team, would actually provide benefit. But yeah. sure, just say do it yourself spend abuncha money on assets, and your good.
@@bioblazepayne Nothing wrong with working with other people but at the same time most groups wobt give you a chance unless you at least compeleted one game. I think the best way is with friends that are willing to help you. I dont see using assets as a bad thing for learning. I will consider getting some but I do not want to sell games using those assets because I want to stand out from everybody else
@@bioblazepayne this channel is by a solo indie dev, catered to helping other solo indie devs. He is sharing his personal experiences of how he was able to become successful as a solo indie dev, which for him has included using the asset store. If CodeMonkey started advocating for something he himself has not done, I'd be questioning his integrity. Looking for other people to build a game together is totally valid. There are plenty of other indie game channels that talk about working in a team based on their experience and I follow them to hear that perspective. But that's not what I follow CodeMonkey for.
🌍 Get up to 70% OFF on the Spring Sale! cmonkey.co/unityspringsale2024
💬 Use Assets to plug your skill gaps and LEARN FASTER!
🔴 RELATED VIDEOS 🔴
Can I make an OPEN WORLD Game in ONE WEEK? ruclips.net/video/JeKaWX4m52I/видео.html
Should you use Assets? Is it cheating? Asset flip? ruclips.net/video/cQGgexTTyIc/видео.html
I made 3 UNIQUE Games with 3 ASSET PACKS! (RTS, Farming, Taxi Driving) ruclips.net/video/_48HxWkRHt8/видео.html
Take your game from boring to AWESOME with this Tool! (FEEL Asset Review) ruclips.net/video/Kx2Pi8yAitw/видео.html
Your videos are great except for that ridiculous "hello, I'm your code monkey" voice intro. I have to mute the audio every time I click on your video, then unmute it after the intro passes. In my humble opinion, the videos that you made without the intro part (Quick Tips for example) leave much more professional impression.
Thanks for the video! I confess that this helped me get rid of the mentality of having to do everything from scratch. I always felt a little guilty if I used some assets 😅
You can aways try that once you are comfortable with making complete games
@@tiqosc1809 Yeah, you're right
@@tiqosc1809 Yeah, you're right!
Definitely try to get over that feeling
this is honestly the best advice for beginners, use the frickin asset store, you shouldn't have to do everything yourself. u are a solo indie
I suck at 3D modeling so I love using Synty for models and just focus on the gameplay.
That's a very good advice that I think is strangely rare to get. Noone really makes a game from scratch, what I mean by this, experienced veterans often reuse systems and utilities they made for their previous projects.
Glad you talked about completion. Completion is a skill and in game development a right of passage. Part of completion is shipping too!
I agree with this video :)
An advice I have for people who try to learn programming would also be to try to make a small game, like connect 4 or tic-tac-toe as a first project.
The main idea is that you already know the rules, and they are quite simple. Therefore, you don't have to think about the game design, and you can focus on programming
You get bonus points for doing everything yourself: knowledge, experience and fun (because all of this is fun even if sometimes frustrating)
If your goal is to learn all of those disparate skills, then yes.
Personally I'm a programmer, I don't want to spend time improving my barebones 3D modeling or Animating skills, I'd rather spend that time just focusing on improving my programming skills even more.
If you're doing it for fun then sure do anything you want, there's no wrong answer when the goal is simply fun
I love your energy man. I love that you are showing your face on your videos now. It feels more personable that way. I wish I could bottle some of your energy up and take it for myself. After three decades of being a software developer, I got a surprise gift from COVID-19... severe narcolepsy that does not respond to medication. So I will live vicariously through you until they can find a medication that works.
You can drain his snake and bottle it, if that's what you meant 🍼 😊
PS. Sucks about narcolepsy
Oof that sounds rough, I hope you can get better!
Great advice. I definitely fell into that trap. I kept trying to tackle bigger projects where i had to work on various skills...but i kept losing interest with little progress made. I finally started to just remake classic arcade games. Then i could focus on more limited skills while also making real progress on my projects. I finally started completing some games and sharing them with friends.
And yes, I'm one person. I cant be an expert artist, animator, programmer, sound engineer, UX designer, etc, all at the same time. This is actually one reason i have stuck with Unity. While other engines may look more attractive at times, the Unity asset store ecosystem is unbeatable.
I have a lot of exp with general programming and the TCG Engine asset at store was a miracle to boost me to create my card game.
That's what my course facilitator said for my cap stone student project; buy stuff to speed up development.
Though my experience looking for gothic vampire assets the amount of big boobed sucubbi in my search history became a concern (and joke among my group mates).
I figure I'm still afraid of buyers regret, particularly as a student where money is tight. So I love to make the assets for fun so I can learn and have better judgement of what assets are good to buy per my needs.
There's tons of awesome free stuff on the store so I would recommend you start there
Then keep an eye out for HumbleBundles, every once in a while there's one where you can pick up something like 10000 assets for $20, super cheap and allows you to make an endless amount of games.
Great video! I’m excited about developing my very first game. Until now, I've been stuck in 9-5 full-time jobs. Finally, I'm carving out some time to work on my own projects. I've been creating small asset templates for the asset store, but hopefully, one day soon, I'll have my very own first game!
Nice! Go for it!
What a cleverly disguised advertisement for the asset store. Bravo.
This is the advice that I always give, I'm a big fan of using assets to plug your skill gaps, like I mentioned in the video it's the only reason why I was able to make my first Steam game and become a professional indie dev. Being sponsored or not doesn't really change my feelings, whether sponsored or unsponsored I always highly recommend you use assets (free or paid) to help you make your games.
@@CodeMonkeyUnity I don't doubt that. I've watched a lot of your videos over the years. Not saying it was a bad thing! I appreciate that you do videos like this instead of "BUY BUY BUY! USE MY LINK!"
Buying assets for sure spends up dev time but a template which has things such as saving/loading, scene management, persistence between scenes, etc would also help alot.
i recently started a horror game, made the ai and used some of your videos to make interactables and a bunch of other things.
So now that you mentioned the assets i'll go check the asset store to make more progress in my project.
Man you always give me so many ideas. I Follow you for years and you are really great. Those videos you make are really special. Only one thing is never show or tell. How to make those assets work together... If someone will make video i dont know with compleet assets that work together and show also how to connect all those assets from unity. That will be something else. Iam really thank full for all and every one video you make i always learn something. Thank you!
I made sure to include a quick Getting Started Tutorial on my asset review videos so you can quickly learn how to use it. That's definitely a format I'd love to do some more but those videos take a ton of time to make.
I can totally agree with everything you said in this video. It's right to try to learn certain things in small projects, to test if an idea is worth it, to maybe keep working on it, or to improve your skills. and even if you have a dream game in mind, and just want to try some logic in a smaller game, there's still a chance that feature will end up in a game of your own, or make it into your dream game. improving your skillset, in an enjoyable way is always the best. and yes, assets are helpful in every way. nothing to say against that. great video.
What an awesome content, straight to the point❗️👍🏾
@CodeMonkeyUnity - Have you done a video showing how you unpack and actually determine how to incorporate an asset pack? One of the overwhelming things as a beginner is lacking even the skills needed to use an asset pack in the project (Import, tie the code in, etc) - Any video with tips on this or examples of buying an asset pack and looking at it and starting to use it would be really cool!
Bought your Beginner to Advanced course - looking forward to it.
It depends on the asset pack. For visuals it's pretty simple, normally I import them into an empty project and then only copy the assets that I need in my main project unitycodemonkey.com/video.php?v=URHoCQ-_WLc
For tools it depends on how complex is the tool. Some things like FEEL or Text Animator (which I used in my game) are pretty simple to implement because they are very self contained.
Other tools like complete game templates are much harder to work with if you want to expand upon it in such a way that the publisher did not intend.
It's hard to make a general tutorial on that topic because every tool is different, the integration process will be slightly different every time.
@@CodeMonkeyUnity Thanks for the link! That makes sense.
Love your videos, awesome motivation. Working on a game myself, found that learning one thing mainly when building a game or prototyping is the best way so you can then build on it later. Keep up your awesome work!!
Dude, the real problem in the asset store for some countries is the price. In Brazil, we don't get specific prices for our currency, like Steam does with their games. So, knowing that the minimum salary here is something from 200$ - 250$ (using direct conversion), you have to be more than a normal guy financially to spend even 50 bucks in a good asset that won't even be sufficient to your game (in the most of the cases, I think, and depending on the game of course though). There are awesome ones in the internet, yeah, but sometimes it's hard to find specific ones, or big and good ones.
It's basically the same as any other hoarding/shopping addiction. Maybe it's more expensive but that heavily depends on what we compare it to.
I thought the asset store had regional pricing but apparently not, yeah that sucks :(
The good news is there's tons and tons of awesome free stuff!
Thanks! I got Poly Few, Pro Sound Collection, and Dreamscape: Nature Bundle.
Nice! I hope you put those to good use!
Video idea, show the creation of a tiny game from getting the idea to having it on steam. I personally think there are a couple steps I just don’t know exist.
0:32 It took me 20 years to learn them all 😥
7:55 that actually reminds me of Slendytubbies 3 , which used assets and then people began to notice how the game was almost entirely made out of assets from Asset Store and etc
With all this asset usage the community started associating games that use assets negatively. Even going as far as calling the creator a stealer, even if he bought the assets, because some other horror indie games used some assets from a pack Slendytubbies also used. There's even a misconception that one of the models is the Tank from L4D just because of the similarity.
Funnily enough, this is a case where the players DID care. Not saying it really matters, it's a separate case after all. I just wanted to share.
That's interesting, the game isn't on Steam so I can't see reviews, I'd be curious to know how many those people are.
There will always be some people that do notice and see it as a negative, but it's usually a tiny tiny proportion of players.
@@CodeMonkeyUnity The game was originally a parody of Slenderman with teletubbies so I don't think it can come to Steam as it's copyrighted content. Actually these claims came from Discord and comments on RUclips videos that showed the original assets, and it's technically a small community which makes the "tiny tiny" fraction turn into a good part of the fanbase.
Fortunately these claims are not as relevant as before but I still see some players point out assets that other games from the same developer or even fan games use
Agree 100% I already started with that mindset. I can do music no prob cos I am a musician. Programming is fun.... rest is store! :) P.S. Why don't you answer me!!!! :) Are you interested in doing a review video of projects that people started after learning with your courses? :)
Did you post a comment somewhere? I try to answer all comments but I get tons of them so I might miss some
@@CodeMonkeyUnity I know man, just messing with you. I try to post some now and than to keep the momentum going. I just have this weird urge to show you my progress as a newb game dev - probably because I've been listening to your voice for quite a while now ref back to your lessons and videos :) shure it will pass
Your content is really good. I always follow you videos. Keep up the great work
i agreed with most of your topic but for my make the visuals its one off the fan part's
Awh man, I thought rayfire was on sale from your video and got my hopes up ;c
It's on a Flash Deal in a few days, so it will be 70% then
Please can you make a video on how to use easy save to save things like game progress
Game Engine , Programming and AI, are the top 3 in my opinion.
I was never able to find any good asset. I needed UI animation and sound effects. On a sample video it looks nice but when I decided to use it in actual game, there was so many limitations that everything looked ugly and it was easier to pay audio designer, who would create unique music and effects for my game.
If you can afford some custom audio then yup that will always be the best option. And if you need just 1 specific sound then it might be cheaper than buying a huge sound pack.
UI animation is usually pretty easy to find, what issues did you have? Maybe you got something that used some custom shader that was specific to some pipeline. That can sometimes be an issue
I legit thought that game clip was from Dragons Dogma 2!
Hello Code Monkey ! How do you first test or validate your idea? What do you advice is best method? Also why do you choose steam compared to play, app stores. Steam is quite popular here in europe but it is not avalable for some countries. I never heard of steam till i moved to Europe. I am trying to figure out pros and cons of putting a game on steam vs mobile store especially when the genre i am intending to make is not action but text adventure/ quizzes
That's a great question and it's a topic I've wanted to cover for a while.
I believe the best way to test an idea is to post gifs on Twitter/Reddit, you will quickly see if they gain any traction at all. If you post yet-another-platformer you will get
@CodeMonkeyUnity Thank you for your response, and very interesting point regarding gifs, I never thought of that.
I knew a lot of people that hoarding so many e-books, paid assets, and maybe even paid plugins for some people, that never make a proper game or some people never even touch them. I don't really understand hoarding tendency, but I think it's unhealthy and demotivated people around quite a lot. Well maybe the demotivate part is something exclusive to people I knew. I walked away and strive for greater height. Yeah, you do too folks.
I think the reluctance of buying assets comes from uncertainty about actually finishing a game and being able to sell it to recoup the costs.
And it's not unfounded: if you'll end up making only 0-1 games like most aspiring devs do, you'll have a bunch of somewhat expensive purchases you don't have a use for, while the experience and enjoyment of trying it yourself carries over.
Not to say buying assets is a bad idea, you just need the financial flexibility to potentially lose money on this purchase.
Depends on if your goal is making games for fun, or if you're looking at it as a way to get an return on your investment.
If your goal is to recoup the cost then yes only buy assets that you know you need for the commercial project you're currently working on
But if you're making games for fun, feel free to pick up some random asset that inspires you to build a fun prototype
thanks
How to deal with art style inconsistency if one megapack doesn't contain everything we need?
The best tip is choose either low-poly or realistic style, that way you can mix multiple packs without looking odd. Personally I love low poly and there's tons of assets from multiple publishers that look well together.
If you go for very stylized very specific packs then yeah that does limit your options.
@@CodeMonkeyUnity Thank you! I will check it out ~
Is it not risky to use assets in our commercial project?
I mean is there anything like copyright strike for playstore, appstore or steam?
As long as you legally bought the assets there is no issue, the whole point of assets is to help you in your free or commercial games.
@@CodeMonkeyUnity Thanks bro.
I wish asset store localize prices for every country. For me 1 dollar is equals more than 30 my countrys money. Its really hard to buy them.
It doesn't? I thought they did have regional pricing, I see a different price in Euros than in Dollars, but maybe it's just a straight conversion.
how long does the spring sale last like the 50% off ones i saw the easy save asset is on sale and im tempted to buy it just dont know how long i have to buy it
The last Flash Deals start in 17 days so at least that long
What should the tris count for mobile game assets (motorbike)
It really depends on how many assets total you have on screen at a time
If it's a car game and 90% of the screen is occupied by the car you have different requirements as opposed to if you're making a city builder and you have a hundred meshes on screen at once.
Thanks@@CodeMonkeyUnity
Your affiliate link to the sale doesn't work :(
Strange, it seems fine on my end, maybe the store went down for a few seconds? assetstore.unity.com/?aid=1101l96nj&on_sale=true&orderBy=1&pubref=unityspringsale2024
I really should try using assets from the assetstore!
Is there any other way to make money from games other than ads , in-app purchases and paid games ?
Hmm maybe a membership? There is a team named Sokpop collective that receives support on Patreon and makes a new game every month, they've been pretty successful at it.
@@CodeMonkeyUnity actually I don't have a international card to buy Google play console so I can setup membership but thx for information.
I can say I have completed one game, and I can confidently say, which is rare, that coding is not my forte, neither is art, nor marketing.
I want to make games, I have studied and practiced years on the subject, but clearly I cannot figure out how to do it.
A few hours? Ooooo I'm dyin...
Keep in mind that's a very very barebones "game", it's more like a visual proof of concept. It's mainly just a character controller and animation controller.
I propose make video about unity AI.
Yeah I heard it got a nice new upgrade recently, definitely need to find the time to research it.
this is a Ad-torial Advertisment for the unity asset store, paid for and written to be a tutorial :| pretty shifty there man.
I've spoken about how I encourage you to use assets to make your own games many many times before. Like I said I have only been able to become a successful indie dev thanks to using assets myself, so it's an option that I highly recommend.
If I would normally say "assets suck" but on a sponsored video I suddenly said "assets are awesome" then that would indeed be shifty, but that's not the case. I've made lots of unsponsored videos talking about the benefits of assets and I'll continue doing so since it is an extremely useful tool.
@@CodeMonkeyUnity Do understand, at the same time of you posting your video 50 other channels posted the same similiar content, you just did a Ad-Torial. You didn't make any content that was worth explaining. `Use the asset store, make it easy` and you provide a 70% off in your Description. Pretty shady, and shifty dude. Not Cool.
I've been game developing for over 20 years, and i've been programming for 30. Your preying on weak minded individuals who don't have the skills necessary to build a game alone, so your getting them to waste alot of money on assets, for a chance to maybe sorta make a game.
Irresponsible, and shifty as hell. You know how much money you've wasted on assets you've never used. Why don't you post your full store catalog. Let's see how many assets you actually have and use, and show the amount of wasted cash for assets you've never even opened.
@@CodeMonkeyUnity You know what have been a good tutorial, talking about how you should join together with others, support each other, and work on a game with multiple people instead of trying to learn 9 disciplines yourself. Learn how to question peoples choices, learn how to make suggestions, and try and not take over a project. Learn how to be apart of a team. cause anyone of these individuals who try to actually go into Game Dev, are going to have a rude awaking. They aren't the center of the world, they aren't the smartest person in the room, and they prolly won't be for a long time. So teaching them how to be apart of a team, would actually provide benefit.
But yeah. sure, just say do it yourself spend abuncha money on assets, and your good.
@@bioblazepayne Nothing wrong with working with other people but at the same time most groups wobt give you a chance unless you at least compeleted one game. I think the best way is with friends that are willing to help you. I dont see using assets as a bad thing for learning. I will consider getting some but I do not want to sell games using those assets because I want to stand out from everybody else
@@bioblazepayne this channel is by a solo indie dev, catered to helping other solo indie devs. He is sharing his personal experiences of how he was able to become successful as a solo indie dev, which for him has included using the asset store. If CodeMonkey started advocating for something he himself has not done, I'd be questioning his integrity.
Looking for other people to build a game together is totally valid. There are plenty of other indie game channels that talk about working in a team based on their experience and I follow them to hear that perspective. But that's not what I follow CodeMonkey for.
4:09 yes and your game will be 10fps 😅and then you have to spent another 6 months for optimization 😅
I think the point is not to just use assets, but to use them for prototypes or to fill skill gaps
@@Jaimekk but how can beginners learn to create their own assets?
@@mutlugameofhalit not a beginner thing tbh
@@mutlugameofhalit Im a little beginner, but creating assets is something for more professional peope I gueds
You always need optimization, whether you make the assets yourself or use an asset pack
Hola !
interesting it doesnt show the prices for those 2 expensive assets
It's because the Flash Deal will start in the future, it's not active when I recorded
@@CodeMonkeyUnity but even if you own it. It should show the current price.