📝 Adding game juice/polish is essential if you want to be successful, the before and after really shows the massive difference it makes! ⚡ Get FEEL (affiliate) assetstore.unity.com/packages/tools/particles-effects/feel-183370?aid=1101l96nj&pubref=rev_feel ✅ Unity New Year Sale starts NOW! assetstore.unity.com/?aid=1101l96nj&pubref=rev_feel
This has been my go-to for managing sound effects and particle effects !! Great to instantiate or turn on-off that kind of stuff, it automatically does all the pooling stuff and pretty performant!! LOVE IT ! Been using FEEL for almost a year and now is a staple in every project!
This one of my favorite recent purchases as it comes with a lot more then even shown in the demo. The documentation is very good too and well organized. It's amazing how your can just string things together and control the sequence it's sure one of the best ways to get that juice into the game.
I have used DOTween but that's a Tweening library so I don't think they're really related, only for the transform effects. For example does DOTween let you easily change post processing intensity for one specific effect? I haven't used it but I don't think so since it's meant to be just a tweening library.
Nice video, thanks! I really had a hard time understanding what this asset was about, and why it became so popular in such a short amount of time without a clear, precise description of its unique selling point. I'm still confused about a lot of aspects of this asset, but at least I now have a general idea of what it is and what it could do. I still have a lot of questions, like how easy is it to integrate this in existing projects? Wouldn't it be just as efficient to add custom effects the traditional way or with existing specialized assets that can do similar things? And, is it really worth the investment or is it just a bundle of rather basic assets for lazy developers? I'm still not convinced that I need this asset, but I sure am a lot more interested in it than I was before watching this video!
To answer your questions just look at how long it took me to implement all those effects in that demo scene. Of course you could do all of that manually, write a script to start playing particles, enable the game object, access the Volume and change post processing, etc You could do all that manually, the only question is how much longer would that take and how much is your time worth. The asset is really cheap, especially with the 50% discount, so for me this is a no-brainer
Just yesterday I was browsing the Steam winter sale to pick up some games with interesting mechanics, maybe I'll do a video if I find something that would be fun to recreate
This is one of the assets I bought after downloading Unity, I haven't yet started trying to learn or make the game I want to months later. It seems it's probably more work than I thought and I've not been good at IT/computer things...
Thinking like that will just make you spend time building everything from scratch. There's nothing wrong with using assets, especially tools. The goal is to make whatever game idea you have, so use whatever tools and assets that help you make the best game you can make. All that matters is how good is the final game, you building everything from scratch will not necessarily give you the best game.
I've been practicing game development for 4 years now with no single released title in my name reason : Everything in my game, i wanted to make myself now I'm demotivated to the lowest levels of my energy in the end, what matters most ? is it players enjoying your game because your idea was original? or the bragging right that you made everything from scratch even if it took you years of your precious life? my experience says go for the first one
Thanks guys! This has given me new insights. I always had it in my head that if you want to be a good programmer you have to be able to do everything yourself. But I think you can also be a good programmer without wanting to do everything yourself.
I personally feel that with visual assets (models, pixel art etc) but not in the logic part, compare making a custom game console or a system like FEEL, which will take you probably months, and you will end up with something worse than this VS expending few bucks in something that has a lot of work and test. And if you need something really specific, buying an asset and then modifying that asset for your needs is a really nice shortcut. With that being said, if you feel like you can't make a system like this on your own, probably it's a really good exercise to make it yourself so you can improve your programming skills.
I like to use this asset for visuals, but I'm getting lost quickly when using it to drive the game - e.g. as in the video, running ZombieHit code logic via event set up in inspector.
if you eliminate the assets/model/texture factor, why i feel like unity 2d is hard than 3d ?? or is it just a psychological effect ?? ( i started gamedev unity a month ago)
Please make a package withe the third personshooter controller , animations and weapons please 🙏 I know synty's asset are paid so replace models by free ones please 😁
📝 Adding game juice/polish is essential if you want to be successful, the before and after really shows the massive difference it makes!
⚡ Get FEEL (affiliate) assetstore.unity.com/packages/tools/particles-effects/feel-183370?aid=1101l96nj&pubref=rev_feel
✅ Unity New Year Sale starts NOW! assetstore.unity.com/?aid=1101l96nj&pubref=rev_feel
1:59 feebdack?
You forgot the links to the talks in the description
This has been my go-to for managing sound effects and particle effects !! Great to instantiate or turn on-off that kind of stuff, it automatically does all the pooling stuff and pretty performant!! LOVE IT ! Been using FEEL for almost a year and now is a staple in every project!
Post office in my p
I was on the fence with this one. You just sold me on it. That was fast and a huge difference.
It's an awesome tool!
This one of my favorite recent purchases as it comes with a lot more then even shown in the demo. The documentation is very good too and well organized. It's amazing how your can just string things together and control the sequence it's sure one of the best ways to get that juice into the game.
Prefect asset for indie game devs. Definitely buying!
Really Interresting video! love it!
Thank you. Great introduction to the Feel asset. I may consider using this in the future.
I think that DOTween more readable in-code and more flexible, cuz it's hard to add callback when FEEL sequence is ended comparing with DOTween
I have used DOTween but that's a Tweening library so I don't think they're really related, only for the transform effects. For example does DOTween let you easily change post processing intensity for one specific effect? I haven't used it but I don't think so since it's meant to be just a tweening library.
Both are unrelated. You could feed Feel valies with DoTween's results, but it's pretty pointless with the animation curves
i've been using this asset for a while now, it is pretty good
Nice video, thanks! I really had a hard time understanding what this asset was about, and why it became so popular in such a short amount of time without a clear, precise description of its unique selling point.
I'm still confused about a lot of aspects of this asset, but at least I now have a general idea of what it is and what it could do. I still have a lot of questions, like how easy is it to integrate this in existing projects? Wouldn't it be just as efficient to add custom effects the traditional way or with existing specialized assets that can do similar things? And, is it really worth the investment or is it just a bundle of rather basic assets for lazy developers?
I'm still not convinced that I need this asset, but I sure am a lot more interested in it than I was before watching this video!
To answer your questions just look at how long it took me to implement all those effects in that demo scene.
Of course you could do all of that manually, write a script to start playing particles, enable the game object, access the Volume and change post processing, etc
You could do all that manually, the only question is how much longer would that take and how much is your time worth.
The asset is really cheap, especially with the 50% discount, so for me this is a no-brainer
@@CodeMonkeyUnity- Thank you very much for your help! I really appreciate your extensive answer!
Would you be making more How its made showcase? Love that playlist 👀
Just yesterday I was browsing the Steam winter sale to pick up some games with interesting mechanics, maybe I'll do a video if I find something that would be fun to recreate
@@CodeMonkeyUnity thanks alot 🙏
This is one of the assets I bought after downloading Unity, I haven't yet started trying to learn or make the game I want to months later. It seems it's probably more work than I thought and I've not been good at IT/computer things...
Start as small as possible, make Snake or Pong, once you complete a few small games it will become much easier
Nice! I'm going to get it. :)
whenever I see such a cool asset I want to buy it and start using it. Only then I have the feeling that my final game is not entirely my own..
Thinking like that will just make you spend time building everything from scratch. There's nothing wrong with using assets, especially tools.
The goal is to make whatever game idea you have, so use whatever tools and assets that help you make the best game you can make.
All that matters is how good is the final game, you building everything from scratch will not necessarily give you the best game.
I've been practicing game development for 4 years now
with no single released title in my name
reason : Everything in my game, i wanted to make myself
now I'm demotivated to the lowest levels of my energy
in the end, what matters most ?
is it
players enjoying your game because your idea was original?
or
the bragging right that you made everything from scratch even if it took you years of your precious life?
my experience says go for the first one
Nothing wrong when cooking with store bought sauces and premixed spices. You still make the final product and the flavor is up to you.
Thanks guys! This has given me new insights. I always had it in my head that if you want to be a good programmer you have to be able to do everything yourself. But I think you can also be a good programmer without wanting to do everything yourself.
I personally feel that with visual assets (models, pixel art etc) but not in the logic part, compare making a custom game console or a system like FEEL, which will take you probably months, and you will end up with something worse than this VS expending few bucks in something that has a lot of work and test.
And if you need something really specific, buying an asset and then modifying that asset for your needs is a really nice shortcut.
With that being said, if you feel like you can't make a system like this on your own, probably it's a really good exercise to make it yourself so you can improve your programming skills.
I've used MM's tools before, I'm a fan.
We are waiting for detailed reviews on a variety of assets ! If there is enough time)))
whether timeline is more better?
How can I make a custom inspector seen in the MMFeedback component? Like when you can add different effects to trigger.
I like to use this asset for visuals, but I'm getting lost quickly when using it to drive the game - e.g. as in the video, running ZombieHit code logic via event set up in inspector.
I watched this asset before. But I got worry about AR games which the player is holding the camera position
Hey can you make a tutorial how to make a game tap-to-blast genre puzzle game ? Like toon blast, Candy Crush etc ?
What is a matrix game I cant understand
That's good, but " Feel ", Can be used, in 2D Games?
Yes, everything works exactly the same
if you eliminate the assets/model/texture factor, why i feel like unity 2d is hard than 3d ?? or is it just a psychological effect ?? ( i started gamedev unity a month ago)
Your coupon is not working :/
"The product included in the code does not match
"
Which coupon? CODEMONKEYNY22 only works if the total is over $150, and the other coupon CODEMONKEY10 only works when there's no discount
its work with playmaker?
oh man, I just bought it, I could have used your code and affiliate link
That's ok, it's a great asset, I hope it helps your game!
Is this mobile friendly?
It all depends on whatever effects you use. The asset is just a tool, it doesn't really have much of a performance cost by itself
Thankyou for help,its an awesome tool.
Can I use this for 2d games too?
Please make a package withe the third personshooter controller , animations and weapons please 🙏 I know synty's asset are paid so replace models by free ones please 😁
Do you use light mode because your a masochist?... Or...?
Because dark mode burns my eyes
@@CodeMonkeyUnity I...
What...?!
Okay lol
It's cool and all but.. It's 20$ and i am not making any money back from it so not really a good investment for me)
If you save more than 2 hours off the asset it is worth it, assuming you are working at least minimum wage in your day job.
your videos are awesome but voice comes from nose becomes irritating and can't listen more than 2 minutes.
Sorry, I've improved my presentation quite a lot since the very first video on this channel but yup still got more to go
I mean this in a good way, but you kinda sound like Kermit the frog. Respectfully.
6:36 The normal jump was better tbh
No it was not
Why you call my game boring?
Nyc