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Copy file name to clipboardExpand all lines: docs/gdevelop5/community/contribute-to-the-assets-store/index.md
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@@ -10,37 +10,37 @@ GDevelop streamlines the integration of assets into game projects, eliminating t
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Before integrating your art into a pack, you'll need to consider its fundamental elements, such as a thumbnail, title, description, and other key details. Let's explore each of these components that define an asset pack.
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## Get your Pack Ready
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## Get your pack ready
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### Make a Thumbnail & Previews Files
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### Make a thumbnail & previews files
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A pack with an attractive thumbnail makes it more visible. Additional images can help them decide if a pack suits their needs. Use contrasting colors to make your thumbnail stand out. The thumbnail should accurately represent the contents of the pack. Thumbnails that show assets in context are preferred over simple grids of assets.
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- Thumbnail requirements:
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All preview images and the thumbnail must be submitted inside a folder named `previewImages`.
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- Size: 16:9 ratio. Example: `1280x720` or `1920x1080`
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- File: `.png`
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- Name: `thumbnail.png`
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**Thumbnail requirements:**
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- Previews of your assets: extra images that display your pack to convince the user to purchase it. If you contribute a Free Asset Pack, preview assets are not mandatory:
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- Size: 16:9 ratio. Example: `1280x720` or `1920x1080`
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- File: `.png`
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- Name: `thumbnail.png`
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- They can be from 1 to 9
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- Must be named `preview1.png`, `preview2.png`, ..., `preview9.png`
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- Must be 16:9, `1280x720` or `1920x1080`
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- File format in `.png` or `.gif`
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**Previews of your assets:** Extra images that display your pack to convince the user to purchase it. If you contribute a Free Asset Pack, preview assets are not mandatory.
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All preview images must be submitted inside a folder named `previewImages`.
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- They can be from 1 to 9
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- Must be named `preview1.png`, `preview2.png`, ..., `preview9.png`
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- Must be 16:9, `1280x720` or `1920x1080`
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- File format in `.png` or `.gif`
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### Name your Pack
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### Name your pack
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Having a good title is important, buyers search using keywords. Choose a unique and short title that represents your pack.
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A good asset pack title is concise, descriptive, and engaging, clearly indicating the pack's primary content and making it easily discoverable and memorable for users.
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### Get a Description
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### Get a description
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A good asset pack description clearly and concisely communicates the contents and value of the pack to potential users by highlighting included items, intended use cases, and any relevant details.
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### Define a Price
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### Define a price
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(This step can be skipped for free packs.)
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Usually the Unlimited Commercial price is 20% to 30% more expensive.
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You can mention the prices in Euro (€) or USD ($).
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### Choose a Category
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### Choose a category
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Your pack must comply with at least one of these main categories:
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When a pack contains a lot of objects, more specific folders and sub-folders can be used.
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### Follow Naming Best Practices
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### Follow naming best practices
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The object names must be descriptive. They are used by the search engine of the asset store.
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- Item 37
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- Robert (a proper noun)
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## Package your Art
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## Package your art
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There are two ways you can package your Asset Pack to submit it to the GDevelop Store:
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-**Recommended: Through the engine:** Set your objects in the engine and export the `.gdo` file that was automatically generated. This file will include the complete object configuration and folder structure as set up in the engine.
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-**Recommended:** Set your objects through the engine, and export the `.gdo` file that was automatically generated. This file will include the complete object configuration and folder structure as set up in the engine.
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-**Manual packaging:**If you have a large number of assets, you can create a pack by manually organizing the files without using the game engine editor, following [the provided technical specifications](./technical-speficication.md).
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-**Manual packaging:**Set your files manually, if you have a large number of assets, you can create a pack by manually organizing the files without using the game engine editor, following [the provided technical specifications](./technical-speficication.md).
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To export a `.gdo` file from the GDevelop editor, follow these steps:
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### Fit Art with an Object
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### Fit art with an object
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Your files must all match an object type, please [follow the object page](/gdevelop5/objects/) which details each type and will help you to integrate your files correctly.
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- .ttf
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- .otf
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### Package Audio
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### Package audio
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Put your audio files `.aac`, `.wav`, `.mp3` (prefer `.aac`) directly into an `Audio` folder, with the name to be displayed: `Laser effect.aac`, `Background music.aac`.
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🚨 Careful about the size! Players are sensitive to the size of a game download (especially on mobile and on the web). **Try to keep music file sizes around 1 to 2 MB. In rare cases, these can be 4 or 5 MB, but not larger.** Consider downgrading the quality a bit to keep the music files around these sizes.
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Sound effects are usually even smaller. If a sound file is larger than 200 or 300 KB, consider downgrading the quality.
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### Other Objects
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### Other objects
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If you are in doubt, ask to the GDevelop team or the community if your files can be supported by an objects, or fit a [custom objects (prefab)](gdevelop5/objects/custom-objects-prefab-template/).
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- GDevelop does not support image the origin point for different animations yet.
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- Audio files are not yet supported within the `.gdo` format. Please place your audio files in an `Audio` folder located in the same directory as your `.gdo` file. Subsequently, compress both the `.gdo` file and the Audio folder into a `.zip` or `.rar` archive for submission via the application form.
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## Something Unclear?
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## Something unclear?
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Ask a question on [this Trello board](https://trello.com/c/s8RctC9M/2-asset-rules-and-regulations) card. If the rules here are too complicated or are giving you too much work, you can suggest a new rule and we'll see if we can adapt the importer so that it can understand your asset structure.
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The goal is to make objects more or less automatically!
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## Submitting the Asset Pack
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## Submitting the asset pack
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When you're ready to submit your asset pack (free or paid), compress the folder containing the `.gdo` or the other folders of your pack, then send it to GDevelop by filling the application form with the button below:
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