Really good work, I think this is the best top down tutorial I’ve seen yet. Really glad you explain little tricks while you go like how to comment code with “C” and clean up blue prints with “Q”. Most tutorials just use that functionality but don’t explain it at all.
Awesome work! From using the correct naming conventions to all the little things you showed, that could make it difficult to set a 2D project up, and still straight to the point. For me personally this covers all a good tutorial should have. For greater success on TH-cam I recommend, explaining more of the why, and people love graphics and illustrations to wrap their head around new concept. Like what is a Gamemode. Keep up the good work. Unreal is great for 2 games too, only a few out there know and show that
I really love your tutorials, what I would say though, I would really appreciate it if you added those youtube chapters to it simply because I do come back to it on repeat and It'd make life a little easier
Bruh Thank you so much for such a chill & detailed tutorial! First time exploring game development, you made it a lot more easy and interesting for me! :))
First tutorial? Well done! Depending on how your style develops.. maybe include some more of the why we are doing things.. but other than that this was great!
Great vid! I liked yours a lot better than the others I watched. Your naming is clean. Thanks for putting that together! I also loved the key commands. No one else tells you what they're pressing
Thank you, first tutorial that laid things out enough for me to create a useable screen. Only thing I would like to know is why? When you say to do something, it would be nice to explain why or what that thing is doing. I'm able to make out a lot given my history with these advanced (cad) software's, but someone newer may not.
You don't need to scale everything up. A much easier way is to go to project settings and search for pixels per unit. Instead of scaling everything by 4 like in the video, you can set pixels per unit to 0.25 and it will have the same effect, but now you don't need to manually adjust everything. Also turn motion blur off, since that can mess with sprites.
Thanks, guy. I'm at the beginning of the game road. I really like pixel games and i want also to create my game in this style. I doesnt have money for the courses about gamedev and you help me. Tnaks bro for this gueids
For everyone struggling: the missing step that caused all the following problems : Sliding No collision Is not rotating the spring arm so its sitting up vertically and then rotating the camera. do not reposition the camera itself
Hey sorryfor the late response! Do you still need help? Sorry i realised it clipped over it. - but it creates a new "tileset" in your content browser! double click then you can see the window i was in :) If you still need help DM me! Snow.#0630
Great video! One thing; I cannot get the collisions to work - I created the boxes around all the tiles in the tile sheet, I have the layers on the tile map, and the separation per layer at -30 as instructed. Is there anything else I can try? Thank you!
how do you deal with diagonal movement? From my understanding, if you input w and d you're getting 2 values combined and have + 2 when moving diagonally. I can understand coding more than using this build sheet method, is there a way to implement an if statement that looks for if 2 directional keys are pressed to reduce their value to .5 each so that way you would have normal diagonal movement?
So question. Why does my character fall through the floor? Also, I changed the view to be from the top on the editor screen when the game is not running and when i run the game the camera is now showing the ground at an angle. How do I fix the camera to the player?
You want to make sure you add the spring arm for the camera (you can join discord if you would like pics too!) Also make sure you add collisions on the tileset
hi i have a problem. When I press my keys to walk my character feels like it's sliding on the floor. how can i solve this problem? Otherwise great tutorial keep it up!
@@itimoreo Ah okay, I will write what fixed it for me for people that come across this then: I forgot to add collision boxes to the ground as well, so for Unreal Engine (I am guessing) the game thought I was floating or flying around 24/7. Adding collision boxes fixed my issue and I was able to move around fast with barely any sliding at all (increase braking friction for less sliding, or ground friction, forgot which). All you have to do now is just place the character on the collision you want it to be on and then it should work.
I use that option in case I add plug-ins. Most plug-ins have cpp in them so just having it already set up for cpp makes it a bit easier imo. But you can always start in blueprints and add cpp later too!
I think this way your characters rotation is constant, no matter where are you moving, its only the animation that makes it look like its rotating. Why is it a problem? Whats up when you wanna hit in front of you? How could I make it so that it rotates towards the desired direction? So if I hit for example it actualy goes in the right direction
I've been working in this myself! You can either make a vector 2d ajd call it directionally. Or you can have your player hit the way your mouse is pointing. You just need to implement your mouse into your game!
sometimes there are mistakes or shows half the screen (like the rotation for camera which in reality is for spring arm) and this makes the tutorial kind of garbage, but overall the outcome works if you figure it out and you learn a thing or two about the top down approach!
Seems like Unreal is just easier to make 3D top down compared to 2D. Might as well just go full top down 3D and emulate the feel of a 2D games. Or use Godot or Unity. Way better documentation for 3D in Unreal
Really good work, I think this is the best top down tutorial I’ve seen yet. Really glad you explain little tricks while you go like how to comment code with “C” and clean up blue prints with “Q”. Most tutorials just use that functionality but don’t explain it at all.
Awesome work! From using the correct naming conventions to all the little things you showed, that could make it difficult to set a 2D project up, and still straight to the point. For me personally this covers all a good tutorial should have. For greater success on TH-cam I recommend, explaining more of the why, and people love graphics and illustrations to wrap their head around new concept. Like what is a Gamemode. Keep up the good work. Unreal is great for 2 games too, only a few out there know and show that
Thank you for the kind words!
Thanks, I'm considering switching my 2D project from Unity to Unreal and this really did help shed some light into it (:
Great tutorial, the setup was really helpful! Although you glossed over a lot of details about setting up Collision with an unexpected cut at 18:49
ZD Coder here... congrats on your first tutorial, keep at it!
Wow! This tutorial is about as good as it gets. Great work explaining everything; this video was incredibly helpful to a newcomer like myself.
I really love your tutorials, what I would say though, I would really appreciate it if you added those youtube chapters to it simply because I do come back to it on repeat and It'd make life a little easier
Amazing, keep it going! Can’t wait to see more
Bruh
Thank you so much for such a chill & detailed tutorial!
First time exploring game development, you made it a lot more easy and interesting for me! :))
why the bruh?
Great video mate, love your voice and chill vibe. Keep it up!
Best tutorial on this out there! Keep it up!
First tutorial? Well done! Depending on how your style develops.. maybe include some more of the why we are doing things.. but other than that this was great!
Great vid! I liked yours a lot better than the others I watched. Your naming is clean. Thanks for putting that together! I also loved the key commands. No one else tells you what they're pressing
Thank you so much for this, awesome tutorial and cannot wait for the rest of the series!
this was ridiculously detailed and edited way too well damn man lol appreciate the quality
12:05 make sure you rotate the Spring Arm, not the camera itself
this kid is really talented!
Wow this was fantastic!!! Thank you for the tutorial!
Keep up making these!
excellent tutorial congratulations!, I hope that more video tutorials about 2d Top Down will come out
Yay !! 2D in Unreal !
Great job. pls make more top down 2d
Super fluido y rápido, love it
We might actually pass our final project. Thank you dude. Go to school if you haven't done so yet.
UPDATE: WE PASSED
Thank you, first tutorial that laid things out enough for me to create a useable screen. Only thing I would like to know is why? When you say to do something, it would be nice to explain why or what that thing is doing. I'm able to make out a lot given my history with these advanced (cad) software's, but someone newer may not.
thank you so much, your tutorials are so helpful
You don't need to scale everything up. A much easier way is to go to project settings and search for pixels per unit. Instead of scaling everything by 4 like in the video, you can set pixels per unit to 0.25 and it will have the same effect, but now you don't need to manually adjust everything.
Also turn motion blur off, since that can mess with sprites.
Heck yeah thank you for the tip! Love it
Thanks, guy. I'm at the beginning of the game road. I really like pixel games and i want also to create my game in this style. I doesnt have money for the courses about gamedev and you help me. Tnaks bro for this gueids
Great job!
For everyone struggling: the missing step that caused all the following problems :
Sliding
No collision
Is not rotating the spring arm so its sitting up vertically and then rotating the camera. do not reposition the camera itself
How does the nocolision fix
What did you do at 8:40? If i click on Create TIleset i just get new tilesets but i cannot see this window?
Hey sorryfor the late response! Do you still need help?
Sorry i realised it clipped over it. - but it creates a new "tileset" in your content browser! double click then you can see the window i was in :)
If you still need help DM me! Snow.#0630
you're a life saver
Waiting for the second video)))
Just dropped! sorry for the delay! was learning a lot about the engine over the time away!
Great video! One thing; I cannot get the collisions to work - I created the boxes around all the tiles in the tile sheet, I have the layers on the tile map, and the separation per layer at -30 as instructed. Is there anything else I can try? Thank you!
Just out of curiosity did you add collisions to your character as well?
- Also check your tile map you can try collision presets: block all
If it keeps giving you trouble you can add me on discord or join my channel! I can help ^-^
4:00 If I mark them all and create a Flipbook, It doesn't put them in Once it just create me of every single one a Flipbook. Can someone help me?
how do you deal with diagonal movement? From my understanding, if you input w and d you're getting 2 values combined and have + 2 when moving diagonally. I can understand coding more than using this build sheet method, is there a way to implement an if statement that looks for if 2 directional keys are pressed to reduce their value to .5 each so that way you would have normal diagonal movement?
So question. Why does my character fall through the floor? Also, I changed the view to be from the top on the editor screen when the game is not running and when i run the game the camera is now showing the ground at an angle. How do I fix the camera to the player?
You want to make sure you add the spring arm for the camera (you can join discord if you would like pics too!) Also make sure you add collisions on the tileset
i'm not sure what changed between 5.1 and 5.4 but i can't get my character to move using this method
I will look into this! I will get back
@@Snowshino my hero
I just got it working in 5.3 i can talk you through it through discord dm if you'd like? Discord id: "snowshino"
hi i have a problem. When I press my keys to walk my character feels like it's sliding on the floor. how can i solve this problem?
Otherwise great tutorial keep it up!
Hey, I am having a similar issue to yours. Did you ever fix it? If so, how? (I am new to Unreal Engine so I am quite confused right now)
@puffosgamingoldchannel5992 Wow man, 1 year lmao. I think i didnt fix it, and i give up. Now im on fps controller in UE5.4 ^^
@@itimoreo Ah okay, I will write what fixed it for me for people that come across this then:
I forgot to add collision boxes to the ground as well, so for Unreal Engine (I am guessing) the game thought I was floating or flying around 24/7.
Adding collision boxes fixed my issue and I was able to move around fast with barely any sliding at all (increase braking friction for less sliding, or ground friction, forgot which).
All you have to do now is just place the character on the collision you want it to be on and then it should work.
Could you explain how multiplayer works for 2D games in Unreal? Unfortunately, I haven't found anything about it.
That’s amazing
very nice. thank you. Can you do a video how to do a pokemon game in unreal engin 5?
Like how you program the gras for example
Why do you have to rotate 90º? Cant you make it on any plane,x,y,z and rotate the camera instead?.
Thank you to much! I have question, When you start new project why you pick C++, but use just blueprints?
I use that option in case I add plug-ins. Most plug-ins have cpp in them so just having it already set up for cpp makes it a bit easier imo. But you can always start in blueprints and add cpp later too!
I think this way your characters rotation is constant, no matter where are you moving, its only the animation that makes it look like its rotating. Why is it a problem? Whats up when you wanna hit in front of you? How could I make it so that it rotates towards the desired direction? So if I hit for example it actualy goes in the right direction
I've been working in this myself! You can either make a vector 2d ajd call it directionally. Or you can have your player hit the way your mouse is pointing. You just need to implement your mouse into your game!
Is there a part 2?
sometimes there are mistakes or shows half the screen (like the rotation for camera which in reality is for spring arm) and this makes the tutorial kind of garbage, but overall the outcome works if you figure it out and you learn a thing or two about the top down approach!
paper zd isn't showing up in the marketplace
www.unrealengine.com/marketplace/en-US/product/paperzd
i had to google it "paper zd" to find it. Searching through the launcher marketplace wouldn't find it.
help my character keeps falling through the tile map, idk why
any idea how can I find the variables at 16:08 ?
Should be in "my Blueprint" window. You press the "+" next to variables
How did you learn all of this
Self taught. Similar to you right now! Just researching and learning how things work. Then all it takes is practice!
the character falls through the cards, what should I do, help?
The cards? Make sure you added a collision in the tiles in your tilemap. :)
is there a part 2 for combat?
Not yet! I am working on it though :) just very busy with some commissions and my full time job. It will come though!
I was really excited for this video but I can not hear your audio with out getting my ears blown when an ad comes on
😂 real
Rotstecspring arm not camera
My character keeps rotating :(
can we jump ?
You can create a jump function. Though it might look weird. What you could do is create a dash function so they leap forward
you sound like cottons wife from king of the hill lil bro ngl
Seems like Unreal is just easier to make 3D top down compared to 2D. Might as well just go full top down 3D and emulate the feel of a 2D games. Or use Godot or Unity. Way better documentation for 3D in Unreal
Not
Holy COW CAN YOU SPEAK LOUDER!