Every video on this channel is a minefield of invaluable information. Not just the main information of the video topic but also the little sidenotes here and there are such useful information, especially for beginners.
Adam I speak for everyone when I say this video was NEEDED, thank you!!
2 ปีที่แล้ว
Speak for yourself, don't assume i need a privileged white individual owning my words
2 ปีที่แล้ว
@ZH holon, are You assuming that i'm racist based on an objectively honest and selfaware comment, i sure now feel offended, thanks to YOU!
2 ปีที่แล้ว
@ZH he is a white privileged male, i searched his social media before i Made my comment, ¿why would i need any other reason to not speak up and defend myself from the patriarchy? Also, i feel offended by the way your are approaching this topic, i no longer reply to You. Sorry not sorry 💅
Great video Adam! Love your stuff. On your point about Unity's solution, it's no longer "experimental". It's under "2D Tilemap Extras" but that's part of the default 2D bundle of packages (depending on your unity version). You can also expand it so instead of a 3x3 area of neighbors it can go up to 5x5. Though being able to specifically have a slanted tile instead of letting it try to infer if it should be slanted or a stair step does make your approach more flexible but more manual. You picked the right tool for your game's needs Bonus tip (which Adam touches on for Tiled): Unity's RuleTile evaluates in the order you place your rules (top to bottom), so just put your most restrictive rules near the top and most relaxed cases towards the bottom
I'm not working on a 2D game, but seeing your process on how you go about setting tile rules is helpful and useful in other applications as well. Great video!
I'm not making a platformer, but this is a cool trick. These kinds of things aren't really for me in my gamedev journey right now, but can I just say that these are by far the best gamedev videos on youtube? I've seen a lot but your videos always seem to touch on subjects other channels rarely do.
I remember I was recently on the stream and I asked for this tutorial. Thank you so much for this video. I've been searching for videos on this topic to no end. You just saved me a lot of pain. And also I didn't realize that I was not subscribed here, so I subbed :)
Thank you very much. I knew that Tiled could help to improve the level design process, but I under estimated how powerfull it was and how the Tiled to Unity could help. I will definitely dig this solution !
Very practical video, it helped a lot. I played with tiled automap and learned few more things that can helps. Position of patterns in the automap file change the order of there application on your level, this means it's better to add simple / default pattern on top and more complex on the bottom, In my test I put mono block in a first row, walls in a second row and corners / holes a third row. Avoiding using empty block in patterns is more practicak (most of the time) when you put differents elements like ladder, special platforms in the same map. Putting patterns in the right order helps. Thanks for your content
Not only is the regions layer unnecessary in Tiled 1.9+, it has explicit "Empty" tiles you can use instead of using "air" placeholders in your prototype layer. However, even before 1.9, it was possible to refer to empty tiles using "StrictEmpty", so this approach with "air" tiles was *always* a bit of a time-waster xP Rules are also no longer applied in order by default, so if the rules rely on a specific order, they'll break. You can either make the rule requirements more specific so that order doesn't matter, or check "MatchInOrder" on the map to make them match in order (but you'll lose the performance gain of matching them simultaneously). I'm mentioning this here because several people have come to the Tiled community with confusion stemming from this tutorial ): Since it's so new, it seems people assume it's up to date.
I've been a little melancholic about the success this video has had, having learned soon after posting that there was a recent update to Tiled that immediately dates it. If it were possible to edit a video without removing it entirely, this is the one I would edit for the reasons you mentioned. Maybe I'll re-upload it with corrections...
@@AdamCYounis Please do! Turns out there are no up-to-date tutorials (at least that I can find) on this topic and due to the docs being outdated it's a huge pain to get this working...
I second this. Been trying to find a newer tutorial but it’s nowhere so far. I am legit thinking about getting an older version of tiled just to do it the way Adam does in this video with the regions, even if it isn’t “ideal” way. These videos boil that documentation down into a way more digestible format. I have a hard time learning from walls of text :(
@@TheOriginalDuckley The documentation has been updated recently, with more visual examples. But also: 1. You can use this method in the most recent versions of Tiled too. In 1.10, old rules should work the same as before 1.9. 2. You can still follow the basic logic in this video - that hasn't changed! But, now you can skip the regions layers entirely, and instead of using distinct "air" tiles, you can use regular empty tiles in your maps, and the "Empty" MatchType tile in your rules (Map > Add Automapping Rules Tileset to your rule map, and then use the red dotted line tile).
@@kyousouka Thanks so much for the info! I'll give the documentation another shot :) I have a tileset that im making that I really want to make this work with. Good luck to you!
I was looking at some of the older videos relating to this a while back and was a bit lost, hopefully this one will help me once I have time to deep into this stuff again, cheers!
(input_prototype) will look for layer called (prototype) which i forget to rename. 😅Just in case For someone like me stuck at (22:27) when pressing Ctrl + M.
Yet to learn any kind of programming. But this is so neat I'll give it a go to make some level layouts with a tileset I created. Exciting stuff for sure!
Got the auto mapping to work! Now I just need to figure out how you add specific colliders as one way platforms. Or a way to inject code into specific colliders that are attached to make them one way. I am assuming you did something like that since you have a ledges object layer which I assume holds the script for ledge climbs?
11:11 YES! Please make more tileset videos, they're my absolute favorite! I am not good at making what I want to make from scratch, I'm a visual learner that needs to be shown a baseline understanding of the materials, shading, reflections, etc. for specific biomes/environments. I am trying to make a Sonic-like game inspired by Rocket Knight Adventures, so I'd love to learn how to draw tilesets like in the SEGA Genesis Sonic games! ♥ I have no idea how to draw rocky canyon/desert tiles, factory tiles, and more in that SEGA Genesis Sonic style. I'm currently using Piskel and Tilesetter to make my tilesets, since I don't make enough money to buy Aseprite yet.
EDIT: For everyone looking for the solution, i found it: Since Tiled 1.9 you need to set the map property MatchInOrder (Map -> Map Properties). You have to order your patterns from big to small (left to right, up to down) Great explanation! I have a question: I want to use same "randomization"-technique, you are using at 32:00. But when i do this, my "smaller" tile regions override the bigger ones, so that i have a repitition of only the smaller tile regions. What am i missing?
That's a great tutorial! Especially that second rule layer! Didn't think about it previously, but it's really useful! Right now I'm using regular RuleTiles in unity (no complex logic) so I can get away with it since my project is basically inspired by Icy Tower.
I had been using the Super Tilemap asset in Unity without realizing it was meant to be used with an external program to build maps. I was just painting in unity and thought it was just clunky. But it was better than writing my own tiling system like I did for my Python class
I'm currently working on a game and I've really been struggling to find some way to speed up the level design/randomness, I feel that this'll help me a tone Thank you Adam, you're a lifesaver! But how would I be able to get this to work with top down walls?
It should be essentially the same approach for top-down. You're still building a rules file to replace simple geometry tiles into your detailed tileset. You would have rules in mind about how you want the art to work, it's just about laying them down.
That raw representation reminds me a result of marching cubes algorithm. Without interpolation of course. But maybe, with some kind of rounding to halves, it's possible to get multi-tile slopes.
Please do a tutorial on 2.5D platformer setup using 3D assets. I especially wonder how to visually handle one way pass platforms, and how would controller run along a weaving path (perhaps lock controller to a spline? what about various vertical movements?)
Hi Adam, do you have any experience with Aseprite's tilemap feature? If so, how would you compare it to Tiled? I don't have any experience with either and looking for some guidance.
Yes, he used in this video the Aseprite Tilemap function, and also he have other videos where explains how to use the tilemap function in more detail. Is nothing to compere, as you can see in this video both are complementary to each other.
Hi Adam, I studied on your videos, I created my tile set, specifically in the same size as yours, so that they fit perfectly, I repeated your prototype rules completely and inserted my tile set as you have on the video, but for some reason I have black walls and some black blocks here and there and behind why does the level look torn, do you know what the reason is? And I also wanted to ask, do I need to create a new text file to create detailed rules?
Rulemaps are tileset-specific, so one person's rulemap wouldn't work for another unless you either use the exact same tileset, or a very similar tileset such that you can 1:1 replace the tiles. It's better to share the concepts and let people make their own, suited to their needs. Slopes can be entirely accomplished via automapping by looping for stairstepped regions. However, this method can't distinguish between intentional stairstepping and slopes, so IME it's been easier to place slopes manually (in this case, into the prototype, but in my own mapping, I don't use a prototype layer at all) and only use Automapping to add the cosmetic details.
Thank you very much sir. I haven't been at my learning journey for that long (a little under a year) and am working with Godot for now so this is a little complex for my old brain but I do have plans to try out Unity in the future .
Just fyi, this is not exclusive for Unity. Tiled is a standalone piece of software you can already use not depending on the game engine you use. And for the import to Godot you can use Tiled Map Importer for Godot 3.
Hello Adam, I know that you are very experienced in pixel art and you answered many questions about how an attack animation in pixel art looks like, but would you know how to recommend a channel or would you have the knowledge to record a video about vector art, especially animations of attack? I see amazing games that seem to use Vector art and I would really like to know the process, software, how to add the VFX in the attack and also a video about damage impact would be cool, how to make an animation of an opponent feeling the impact, how to be thrown backwards in a metroidvania or even a player character getting a hit or a series of combos, making your character react with different animations as it takes damage from each hit or 3 or more hits in a row. Your channel is great, keep up your amazing work.
Hello, I've followed this video exactly but when I come to clicking Ctrl+M there is an Error it reads: No rules files found at "my destination" and I cant seem to figure out why. If anyone could help me Id appreciate it a bunch. I tried everything and made sure its done the same :c Thanks!
You must make sure the rules.txt file is in the same folder as your map and that the contents of that file are correctly pointing to your rules tmx file.
I figured it out, there was a problem with the tileset, everything look exactly like yours directory wise but I had to manually tell windows to open the .tsx file with Tiled because it wasn't calling anything. Weird. Thanks anyway, you da man!! ❤️
Well I might be a lost cause. I tried following your every step 3 times, but for some reason the automapping won't work for me. There is no error, just nothing happens to my tiles :(
Did you place "air" tiles in your map and in the rule set wherever you don't have "ground" tiles? Is your input layer [input_name] and the map layer [name]?
Hey, great Video! Love your Content! How would you do it when you have some kind of spikes or different output/terrain in your Rules? I define more than 1 input tile to do so. Did you have a better way to do? Greetings!
I haven't personally used this method but I would imagine you would have something like a "hazard" tile using an alternate tile colour to your "geometry" tiles in your input layer, then you would have rules that look for the hazard and replace it with the appropriate spikes etc. Sideways spikes on walls, upward facing spikes on floors etc.
Back in the days, I made a maze-game, ala pac-man, in assembly on the Amiga. But I had to first make a level editor, which took longer than making the actual game :-D
i was always hoping you would come back to that. Question. Is the collider for the ground taken from the region layer and then slap a polygon2d collider to it in unity?
WOW, I wonder how this would work top-down, because then you could have a scene that has the same mapping but changes its tiles based on, say, season so the layout is the same but the look is familiar but different
Thank you for the tutorial:) I wasn't able to find these tileset templates tho, could anyone share them? I made myself a 47 tile template to follow, but I am also interested in trying out a tileset with slopes that works in tiled, like yours!
Hi Adam, (and happy new year btw!) - Thanks again for this video, but I have a question. Tiled auto-tiling is working great. I'm using SuperTiled2Unity to import (also working great), just drag and drop and... voila! But, where do you stand regarding colliders? I'm making a side-scroller, and I want the ground collision to be somewhere in the middle of the top tile (so it doesn't look like the sprite is standing right on top). But I'm a bit stuck with the best way to go about this. Should I try and add the collision shape in Tiled? But then surely each individual tile will have an individual collider and that seems like it might cause problems... Or is there a way to add them in Unity and specify the shape on the tilemap? I'd appreciate any wisdom! Hope 2023 is treating you (and Armin) well :)
Could you make a brief video on how to use Tiled with GameMaker? I tried exporting my tilemap to a .yy file but when I try adding it to my GameMaker project, GameMaker says "Could not find a project for the resource file". I have the Tiled tileset, tilemap and .yy export all saved in the same folder, and my Tileset is in the GameMaker project with the same name as well, so I'm not sure why this isn't working. I just want to be able to use Tiled to cut my workflow down so I don't have to manually place every tile AND every object.
This is cool, but i don't understand what the limitations are. Wouldn't it be impossible to have 2 types of bridges for example? How would you differentiate a wood bridge from a stone bridge in the prorotype, where you just place the same purple block?
The beauty is that you get to define the rules. You could make it a question of length (5 blocks wide and it becomes stone), or you could introduce a different coloured block and use that for the stone bridges. In the end it's just a find and replace operation, so as long as you say what you want it to look for and what it should output, it'll do that.
Hi Adam!! Amazing video, great content as always :)) Just wanted to ask if we could someday make an analysis on the art of Rain World which has procedural animation, AI generated maps and stunning art. Thank you!!
Currently, not building anything or using any framework, but I'd like to know if gray scaling the tiles and then adding color afterward is still going to work with it? Minecraft calls it tint, CSS calls it blend, and paintNET calls it manual adjustment.
How are the collisions being handled? Do you have the decorative tiles in front without colliders, or is Tiled actually able to differentiate between the tiles you want to have colliders (ground), tiles that dont (grass), and Im assuming the bridge is something else as well?
I'm very stubborn when it comes to using new tools, I like to see how much I can do without touching the documentation as a way of testing the tool's UX. Of course, as soon as I get stuck I start reading. It just depends on how complicated the thing is. For something like Blender, I go straight to tutorials.
i don't recommend using a tile in the "regions" layer as "input" layer. I'm talking about the air tile. That can be difficult to see which tiles were missed if you cant tell the difference between the 2 layers.
File not found: '/home/oleksandra/snap/tiled/4217/automapping/Rules\autotile.tmx' (referenced by '/home/oleksandra/snap/tiled/4217/automapping/rules.txt'
HELP PLEASE Automapping doesn't work, when I press ''ctrl M'' I get an error message that says that no rules file were found even after meticulously checking that every name conventions had been respected and that every file is placed where it should be, it simply doesn't want to work.
Maybe you need to manually tell windows to open the .tsx file with Tiled. if it still not works, you had to go into the project properties and specify where it should look for the rules.txt file.
Every video on this channel is a minefield of invaluable information. Not just the main information of the video topic but also the little sidenotes here and there are such useful information, especially for beginners.
i think you meant "goldmine," you don't generally want to be in a minefield lol
@@littlesnowflakepunk855 😂 yeah, that makes a heck of a lot more sense than what I said. Thanks for the correction 👍😊
☠️
@@YAHsChild16 LMAO I thought you meant there is a lot of insights about unexpected topic / unexpected way
Adam I speak for everyone when I say this video was NEEDED, thank you!!
Speak for yourself, don't assume i need a privileged white individual owning my words
@ZH holon, are You assuming that i'm racist based on an objectively honest and selfaware comment, i sure now feel offended, thanks to YOU!
@ZH he is a white privileged male, i searched his social media before i Made my comment, ¿why would i need any other reason to not speak up and defend myself from the patriarchy?
Also, i feel offended by the way your are approaching this topic, i no longer reply to You. Sorry not sorry 💅
Attention! After Tiled v1.9, you no longer need the 'regions' layer. just the input and output layers! simplifies the process a bit. Tile on, brothers
Is there a more comprehensive autotiling software because this is too much for me even with tutorials
@@warframegod9619 You can use ldtk
Great video Adam! Love your stuff. On your point about Unity's solution, it's no longer "experimental". It's under "2D Tilemap Extras" but that's part of the default 2D bundle of packages (depending on your unity version). You can also expand it so instead of a 3x3 area of neighbors it can go up to 5x5. Though being able to specifically have a slanted tile instead of letting it try to infer if it should be slanted or a stair step does make your approach more flexible but more manual. You picked the right tool for your game's needs
Bonus tip (which Adam touches on for Tiled): Unity's RuleTile evaluates in the order you place your rules (top to bottom), so just put your most restrictive rules near the top and most relaxed cases towards the bottom
So glad you are part of the art / gaming community 🙏 Thank you for continuing to put in the time & effort to share your knowledge with everyone 👏
I'm not working on a 2D game, but seeing your process on how you go about setting tile rules is helpful and useful in other applications as well. Great video!
I'm not making a platformer, but this is a cool trick. These kinds of things aren't really for me in my gamedev journey right now, but can I just say that these are by far the best gamedev videos on youtube? I've seen a lot but your videos always seem to touch on subjects other channels rarely do.
He is definitely one of the top 3 in pixel art YT channels .. & right along side of him is “ Pixel Overload “ which you should check out asap 👏
Awesome video.
Not only would i want more videos about tiles but also about level design!
I remember I was recently on the stream and I asked for this tutorial. Thank you so much for this video. I've been searching for videos on this topic to no end. You just saved me a lot of pain.
And also I didn't realize that I was not subscribed here, so I subbed :)
This is like the most powerful tool I've ever seen for indie gamedev
Thank you very much. I knew that Tiled could help to improve the level design process, but I under estimated how powerfull it was and how the Tiled to Unity could help. I will definitely dig this solution !
took me some time to find this among ur videos but it totally worth it
Very practical video, it helped a lot.
I played with tiled automap and learned few more things that can helps.
Position of patterns in the automap file change the order of there application on your level, this means it's better to add simple / default pattern on top and more complex on the bottom, In my test I put mono block in a first row, walls in a second row and corners / holes a third row.
Avoiding using empty block in patterns is more practicak (most of the time) when you put differents elements like ladder, special platforms in the same map. Putting patterns in the right order helps.
Thanks for your content
Ooo, new video on autotiling! Looking forward to it
...I haven't been able to see your streams in a while but I got it working! Thanks!!!
Not only is the regions layer unnecessary in Tiled 1.9+, it has explicit "Empty" tiles you can use instead of using "air" placeholders in your prototype layer. However, even before 1.9, it was possible to refer to empty tiles using "StrictEmpty", so this approach with "air" tiles was *always* a bit of a time-waster xP
Rules are also no longer applied in order by default, so if the rules rely on a specific order, they'll break. You can either make the rule requirements more specific so that order doesn't matter, or check "MatchInOrder" on the map to make them match in order (but you'll lose the performance gain of matching them simultaneously).
I'm mentioning this here because several people have come to the Tiled community with confusion stemming from this tutorial ): Since it's so new, it seems people assume it's up to date.
I've been a little melancholic about the success this video has had, having learned soon after posting that there was a recent update to Tiled that immediately dates it.
If it were possible to edit a video without removing it entirely, this is the one I would edit for the reasons you mentioned.
Maybe I'll re-upload it with corrections...
@@AdamCYounis Please do! Turns out there are no up-to-date tutorials (at least that I can find) on this topic and due to the docs being outdated it's a huge pain to get this working...
I second this. Been trying to find a newer tutorial but it’s nowhere so far. I am legit thinking about getting an older version of tiled just to do it the way Adam does in this video with the regions, even if it isn’t “ideal” way. These videos boil that documentation down into a way more digestible format. I have a hard time learning from walls of text :(
@@TheOriginalDuckley The documentation has been updated recently, with more visual examples.
But also:
1. You can use this method in the most recent versions of Tiled too. In 1.10, old rules should work the same as before 1.9.
2. You can still follow the basic logic in this video - that hasn't changed! But, now you can skip the regions layers entirely, and instead of using distinct "air" tiles, you can use regular empty tiles in your maps, and the "Empty" MatchType tile in your rules (Map > Add Automapping Rules Tileset to your rule map, and then use the red dotted line tile).
@@kyousouka Thanks so much for the info! I'll give the documentation another shot :) I have a tileset that im making that I really want to make this work with. Good luck to you!
This video is the answer to my prayers. Thank you!
I was looking at some of the older videos relating to this a while back and was a bit lost, hopefully this one will help me once I have time to deep into this stuff again, cheers!
Dang these tiles are so detailed! in my game I'm making my tiles super simple so I can finish the game. I will try this method thanks! :D
(input_prototype) will look for layer called (prototype) which i forget to rename.
😅Just in case For someone like me stuck at (22:27) when pressing Ctrl + M.
i was about to cry bc of it 😂😂😂😂😂😂😂😂 thank u
Just what I needed! Thank you you Pixel Wizard!
Ur channel is a goldmine dude
I wonder why Tiled hasn't been acquired by Unity or Unreal.
Such a great tool.
Thanks for the tutorial.
It has by godot
fascinating video, gonna watch all of your stuff for sure
Thanks man. Your content is so quality.
Yet to learn any kind of programming. But this is so neat I'll give it a go to make some level layouts with a tileset I created. Exciting stuff for sure!
Got the auto mapping to work! Now I just need to figure out how you add specific colliders as one way platforms. Or a way to inject code into specific colliders that are attached to make them one way. I am assuming you did something like that since you have a ledges object layer which I assume holds the script for ledge climbs?
Just wana say, This is Gold.
11:11 YES! Please make more tileset videos, they're my absolute favorite! I am not good at making what I want to make from scratch, I'm a visual learner that needs to be shown a baseline understanding of the materials, shading, reflections, etc. for specific biomes/environments. I am trying to make a Sonic-like game inspired by Rocket Knight Adventures, so I'd love to learn how to draw tilesets like in the SEGA Genesis Sonic games! ♥ I have no idea how to draw rocky canyon/desert tiles, factory tiles, and more in that SEGA Genesis Sonic style. I'm currently using Piskel and Tilesetter to make my tilesets, since I don't make enough money to buy Aseprite yet.
I have acculay learned auto tiling from your first video, and now I see this one Lol
I like your words, magic man
Sup, naoconhecido here, thanks for this video, it will be pretty helpful!
This is pretty helpful to know, thank you.
EDIT: For everyone looking for the solution, i found it: Since Tiled 1.9 you need to set the map property MatchInOrder (Map -> Map Properties). You have to order your patterns from big to small (left to right, up to down)
Great explanation! I have a question: I want to use same "randomization"-technique, you are using at 32:00. But when i do this, my "smaller" tile regions override the bigger ones, so that i have a repitition of only the smaller tile regions. What am i missing?
Put the smaller tile regions before the bigger ones (from top left)
That's a great tutorial! Especially that second rule layer! Didn't think about it previously, but it's really useful!
Right now I'm using regular RuleTiles in unity (no complex logic) so I can get away with it since my project is basically inspired by Icy Tower.
hey somebody else who remembers Icy Tower
I had been using the Super Tilemap asset in Unity without realizing it was meant to be used with an external program to build maps. I was just painting in unity and thought it was just clunky. But it was better than writing my own tiling system like I did for my Python class
as always top notch!
This is so cool! great explanation
I'm currently working on a game and I've really been struggling to find some way to speed up the level design/randomness, I feel that this'll help me a tone
Thank you Adam, you're a lifesaver!
But how would I be able to get this to work with top down walls?
It should be essentially the same approach for top-down. You're still building a rules file to replace simple geometry tiles into your detailed tileset. You would have rules in mind about how you want the art to work, it's just about laying them down.
@@AdamCYounis Could you maybe some day do a tutorial for topdown autotiles? I really struggle to get this to look natural... ._.
I needed this, thank you so much
Great video, really help me with setup :) Thank you
That raw representation reminds me a result of marching cubes algorithm. Without interpolation of course. But maybe, with some kind of rounding to halves, it's possible to get multi-tile slopes.
Please do a tutorial on 2.5D platformer setup using 3D assets. I especially wonder how to visually handle one way pass platforms, and how would controller run along a weaving path (perhaps lock controller to a spline? what about various vertical movements?)
Yes sir I definitely was to see how you do more complicated stuff!!!! Btw thank you for such great content
22:25 did eveythign exactly same, it created terrain in layers but I see no change to my map
Saving to watch when I get home!!!
this is amazing tysm for this super helpful tutorial
Hi Adam, do you have any experience with Aseprite's tilemap feature? If so, how would you compare it to Tiled? I don't have any experience with either and looking for some guidance.
Yes, he used in this video the Aseprite Tilemap function, and also he have other videos where explains how to use the tilemap function in more detail. Is nothing to compere, as you can see in this video both are complementary to each other.
@@sherekhangamedev I hadn't finished watching the video. I see now that they are indeed two different things. Thank you!
Very helpful, well done tutorial.
Thanks Adam!
Have you considered using a "wave function collapse" algorithm for generating more dynamic outputs?
Yea, I'm wordering if automapping can be applied in-engine after running procedural generation techniques.
@@bliztertoto I don't know what "automapping" is but here is a great talk about wave function collapse. th-cam.com/video/0bcZb-SsnrA/w-d-xo.html
Hi Adam, I studied on your videos, I created my tile set, specifically in the same size as yours, so that they fit perfectly, I repeated your prototype rules completely and inserted my tile set as you have on the video, but for some reason I have black walls and some black blocks here and there and behind why does the level look torn, do you know what the reason is? And I also wanted to ask, do I need to create a new text file to create detailed rules?
This is incredible! I'd love to see slopes 👀
You should sell your rules page, it's awesome
Rulemaps are tileset-specific, so one person's rulemap wouldn't work for another unless you either use the exact same tileset, or a very similar tileset such that you can 1:1 replace the tiles. It's better to share the concepts and let people make their own, suited to their needs.
Slopes can be entirely accomplished via automapping by looping for stairstepped regions. However, this method can't distinguish between intentional stairstepping and slopes, so IME it's been easier to place slopes manually (in this case, into the prototype, but in my own mapping, I don't use a prototype layer at all) and only use Automapping to add the cosmetic details.
Super useful, super interesting!
Great video, for my game i'm happy using unity's built in ruletile
I used to play around with Godot making stuff from tutorials. Automapping is pretty much a dev's bread n butter in regards to lvl editing. :D
if you posted this video a few moths back would make my like so much easier
Now this is the cheatsheet i need
THANK YOU SO MUCH
Thank you very much sir. I haven't been at my learning journey for that long (a little under a year) and am working with Godot for now so this is a little complex for my old brain but I do have plans to try out Unity in the future .
Just fyi, this is not exclusive for Unity. Tiled is a standalone piece of software you can already use not depending on the game engine you use. And for the import to Godot you can use Tiled Map Importer for Godot 3.
@@RustyLullaby oh I know that, the Unity comment was more of me telling you my current coding level (baby Godot programmer)
Have you considered using the dual grid to setup your rules? That would cut most rule maps in half, if not more.
I think I understand how this works for isometric tiling but would love to see a video
Hello Adam, I know that you are very experienced in pixel art and you answered many questions about how an attack animation in pixel art looks like, but would you know how to recommend a channel or would you have the knowledge to record a video about vector art, especially animations of attack? I see amazing games that seem to use Vector art and I would really like to know the process, software, how to add the VFX in the attack and also a video about damage impact would be cool, how to make an animation of an opponent feeling the impact, how to be thrown backwards in a metroidvania or even a player character getting a hit or a series of combos, making your character react with different animations as it takes damage from each hit or 3 or more hits in a row. Your channel is great, keep up your amazing work.
Great video man! I'd love to see a more complicated one with slopes, etc! Dropped a sub :)
Hello, I've followed this video exactly but when I come to clicking Ctrl+M there is an Error it reads: No rules files found at "my destination" and I cant seem to figure out why. If anyone could help me Id appreciate it a bunch. I tried everything and made sure its done the same :c Thanks!
You must make sure the rules.txt file is in the same folder as your map and that the contents of that file are correctly pointing to your rules tmx file.
I figured it out, there was a problem with the tileset, everything look exactly like yours directory wise but I had to manually tell windows to open the .tsx file with Tiled because it wasn't calling anything. Weird. Thanks anyway, you da man!! ❤️
@@Ryogo-7 How did you get it to open with tiled?
@@rad2905 Open with then choose Tiled then click the box always open with..
@@Ryogo-7 weird Tiled isn’t showing up but thank you!
Well I might be a lost cause. I tried following your every step 3 times, but for some reason the automapping won't work for me. There is no error, just nothing happens to my tiles :(
Did you place "air" tiles in your map and in the rule set wherever you don't have "ground" tiles? Is your input layer [input_name] and the map layer [name]?
Great video! Just wondering though, what theme are you using for Aseprite?
Hey, great Video! Love your Content! How would you do it when you have some kind of spikes or different output/terrain in your Rules? I define more than 1 input tile to do so. Did you have a better way to do? Greetings!
I haven't personally used this method but I would imagine you would have something like a "hazard" tile using an alternate tile colour to your "geometry" tiles in your input layer, then you would have rules that look for the hazard and replace it with the appropriate spikes etc. Sideways spikes on walls, upward facing spikes on floors etc.
Це дуже гарне відео я як новачок у юнити мені це дуже допоможе. Дякую.
Can we get updated tutorial
Back in the days, I made a maze-game, ala pac-man, in assembly on the Amiga. But I had to first make a level editor, which took longer than making the actual game :-D
i was always hoping you would come back to that. Question. Is the collider for the ground taken from the region layer and then slap a polygon2d collider to it in unity?
I followed every direction in the "Creating Rules" chapter and it didn't work for me.
awesome video, did u draw them tiles?
Yeah!
WOW, I wonder how this would work top-down, because then you could have a scene that has the same mapping but changes its tiles based on, say, season so the layout is the same but the look is familiar but different
Thank you for the tutorial:) I wasn't able to find these tileset templates tho, could anyone share them? I made myself a 47 tile template to follow, but I am also interested in trying out a tileset with slopes that works in tiled, like yours!
Isn't that minecraft's minecrafty bgm
Hi Adam, (and happy new year btw!) - Thanks again for this video, but I have a question. Tiled auto-tiling is working great. I'm using SuperTiled2Unity to import (also working great), just drag and drop and... voila! But, where do you stand regarding colliders? I'm making a side-scroller, and I want the ground collision to be somewhere in the middle of the top tile (so it doesn't look like the sprite is standing right on top). But I'm a bit stuck with the best way to go about this. Should I try and add the collision shape in Tiled? But then surely each individual tile will have an individual collider and that seems like it might cause problems... Or is there a way to add them in Unity and specify the shape on the tilemap?
I'd appreciate any wisdom! Hope 2023 is treating you (and Armin) well :)
you can use the composite collider component in unity to merge colliders that touch
Wait, does this use a Wave Function Collapse? Cause if it does work the way I think it does, that is a super elegant implementation
can tile mapping work the same way in gamemaker?
I click on a video and just hear this faint Minecraft music and its perfect :)
what to do with the fake empty space at the end? Or it should actually be some bg color of the game scene?
What is the best option nowadays to create the map in unity (or in another program and export to unity) to be faster at loading the game?
How did you do the second rule for autotiling? I didn't understand.
alright, find it.
Could you make a brief video on how to use Tiled with GameMaker? I tried exporting my tilemap to a .yy file but when I try adding it to my GameMaker project, GameMaker says "Could not find a project for the resource file". I have the Tiled tileset, tilemap and .yy export all saved in the same folder, and my Tileset is in the GameMaker project with the same name as well, so I'm not sure why this isn't working. I just want to be able to use Tiled to cut my workflow down so I don't have to manually place every tile AND every object.
Why is the property "DeleteTiles" not works? I added it to the output layer.
This is cool, but i don't understand what the limitations are. Wouldn't it be impossible to have 2 types of bridges for example? How would you differentiate a wood bridge from a stone bridge in the prorotype, where you just place the same purple block?
The beauty is that you get to define the rules. You could make it a question of length (5 blocks wide and it becomes stone), or you could introduce a different coloured block and use that for the stone bridges. In the end it's just a find and replace operation, so as long as you say what you want it to look for and what it should output, it'll do that.
You could make different colored tiles for different materials, I guess
Reject tiles, embrace full map sprite.
Hi Adam!! Amazing video, great content as always :))
Just wanted to ask if we could someday make an analysis on the art of Rain World which has procedural animation, AI generated maps and stunning art.
Thank you!!
Currently, not building anything or using any framework, but I'd like to know if gray scaling the tiles and then adding color afterward is still going to work with it?
Minecraft calls it tint, CSS calls it blend, and paintNET calls it manual adjustment.
How are the collisions being handled? Do you have the decorative tiles in front without colliders, or is Tiled actually able to differentiate between the tiles you want to have colliders (ground), tiles that dont (grass), and Im assuming the bridge is something else as well?
Is there any way I can get my eyes on that more complicated version for your game, my game has slopes and the rules I got seem lack luster.
Adam do you usually read all the documentation of the tools before you start to using them?
I'm very stubborn when it comes to using new tools, I like to see how much I can do without touching the documentation as a way of testing the tool's UX. Of course, as soon as I get stuck I start reading. It just depends on how complicated the thing is. For something like Blender, I go straight to tutorials.
i don't recommend using a tile in the "regions" layer as "input" layer. I'm talking about the air tile. That can be difficult to see which tiles were missed if you cant tell the difference between the 2 layers.
Great!
12:58 You just made woody woodpecker!!
Why would you use tiled instead of unitys build in level builder?
Far more control over auto-mapping rules for tilesets that have designs going in deep from the edges and complex variations.
i cant use it because ubuntu using / in path and tiled doesnt apply changes and gives me error? when i replacing \ by / it just does nothing
File not found: '/home/oleksandra/snap/tiled/4217/automapping/Rules\autotile.tmx' (referenced by '/home/oleksandra/snap/tiled/4217/automapping/rules.txt'
Seems like a good set of rule, for one game time, should be enough to not touch that ever again..
HELP PLEASE
Automapping doesn't work, when I press ''ctrl M'' I get an error message that says that no rules file were found even after meticulously checking that every name conventions had been respected and that every file is placed where it should be, it simply doesn't want to work.
The official documentation is the best help I can offer: doc.mapeditor.org/en/stable/manual/automapping/
Maybe you need to manually tell windows to open the .tsx file with Tiled. if it still not works, you had to go into the project properties and specify where it should look for the rules.txt file.