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File: 2cc527dc7d5d260⋯.jpg (22.11 KB, 500x414, 250:207, 1521344298792.jpg)

060aac  No.15410933

When is ok to use unity assets from the asset store?

Like is ok for a free mobile game with some ads?

d56a3d  No.15410938

No.


95b31b  No.15410941

In before nogame "devs" tell you to stop using unity altogether.


ec02b5  No.15410973

Treat them like "extras". Use them to pad out the spots where you don't expect your player to look. Don't make them the main feature of any part of your world.


ebeb83  No.15410979

Stop using unity altogether.


718e44  No.15410998

File: ac2e3f9ace6b2d0⋯.jpg (42.82 KB, 480x360, 4:3, Easy mode.jpg)

Used as test assets only.

Though if you can't even bothered to make throwaway test assets to begin with you shouldn't be a developer to begin with


4c517f  No.15411012

>>15410933

They're fine as test assets, although once the game develops more you really should make your own assets. Kinda like >>15410998 says. They're more for experimentation if anything.


bf48f1  No.15411025

implying the nigger gamer cattle downloading your shitware can tell if it's an asset store skin


68fa86  No.15411472

>>15410933

> is it okay to use garbage if I'm making garbage?


8ee7a0  No.15412922

>>15410933

Each element of a game to be designed by you yourself is a chance for you to pour your creative energy into it and to make something that's unique to your vision of the game and that's also simply an expression of your unique sense of creativity. When you use pre-made assets in a game, that's less of the game that's been made to reflect your actual personal creative vision and energy.

Also, don't make fucking asset flip shovelware, you dummy. What are you, a pajeet?


b91e16  No.15414496

>>15412922

>Not milking millennials with shovelware

Shiggy


7c2380  No.15414530

>>15410933

I don't know much about Unity or asset licenses but I thought Unity Chan was free to use in any project without licensing


fa8ce7  No.15414554

When you're first learning how to use it and then almost never again


39c5e6  No.15414577

If it fits into the game, why not? Would be just stupid to take the time to make something similiar on your own when it already exists.

Fucking Nodevs around here don't know how to save time is the most important aspect of game-development.


8832f3  No.15414585

There is literally nothing wrong with asset flipping.


3b4ffa  No.15414607

I've got nothing against indie devs buying some generic assets like rocks or household appliances, since there probably won't be much difference in quality, but if all the art is bought then it's going to look bad because they lose a sense of consistency. Asset flips are a totally different devil, where both the content and the code of the game is taken from the store, slapped together, then sold for a profit without any consideration.

>>15411025

Yeah it's a shame that normalfags have no self-respect.


e57eec  No.15414664

You need to create an equal amount or more assets to the free assets you use. Better if it was all original but if it can cut down on cost, make sure you put more effort in other areas. Buying assets is not a be-all replacement for work, just the tedious kind.


da0740  No.15414705

>>15410979

Yeah, use Godot instead, what are you waiting for :^)


08469c  No.15414722

File: 7cf3c8b8311126d⋯.jpg (55.9 KB, 358x429, 358:429, delete.jpg)

>>15410933

A mobile game is already not okay in and of itself.


98b65b  No.15415177

>>15410933

If graphics are basically an extra, a GUI frontend on a roguelike, for instance.


8422a8  No.15415188

I'm sure as Hell not playing your game, Pajeet


85ad91  No.15415438

YouTube embed. Click thumbnail to play.

>>15410933

it's all about how you use them. marlow briggs and lost soul aside both heavily utilize premade assets




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