Revisiting my tileset workflow for Aseprite's new 1.3 release
ฝัง
- เผยแพร่เมื่อ 1 ส.ค. 2024
- Hey pals!
Can you believe it's been 2 years since this feature went into beta!? I've made a couple of videos on the system since that time but I thought I'd revisit for those of you just getting access to it now.
Aseprite v1.3 release notes: blog.aseprite.org/2023/11/27/...
Enjoy!
Chapters:
0:00 - Intro
1:31 - Preparing a concept
3:13 - Introducing the tilemap system
6:14 - Geometry setup
11:31 - Concave geometry
12:57 - Setting up a level preview area
16:03 - Laying down colours
18:52 - Detailing the base tileset
22:32 - Eliminating repetition
25:10 - Updating the preview & beyond
26:55 - Insignia Update
27:30 - Outro
Music : DJ Cutman, Coffee Date - Stardew & Chill [Gamechops.com]
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Contact: upponhill.com
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Later, pals! - วิทยาศาสตร์และเทคโนโลยี
Seriously, you are one of the handful of people who explain things in a way I find myself connecting with. While my future tiling is not for this perspective, just the use of the program itself had been made infinitely easier by watching your work and explanations.
Wake up kids, AdamCYounis posted
i found your channel yesterday and got aseprite and the timing of this video couldn't be more perfect for me, its exactly what i need, thanks
I found myself working in a gold mine, far behind the polar circle in Russia.
And that's a time when I've started to binge watch Adam's videos whenever I have some free time. Thank you, pal. Please continue!
Ничего себе
Amazing video! Appreciate you showing your personal workflow, and not just "Wow, Aseprite 1.3 now have tilemap system, you can draw little squares and they will update automatically!"
Your videos have been so helpful. Thanks for posting.
Yay! I've been using ur tileset workflow for a long time, excited to see how you revisit it :)
Your tutorials are insanely helpful. Thank you so much for all the help with this, i've picked up so many techniques from your tips it's unreal!
Wow this is so helpful I always struggle with making tileset, this is help me a lot thank you!!
Stumbling upon your videos is what made me wanna get into pixel-art(I've always liked it tho) and I'm so happy you're so close to releasing your big project! I'm so thankfull for your videos
I've had this on my watch later for 2 months, and after finally watching it. I have no regrets!!! I'll put everything to practice and make my own. Thanks a lot!
I am highly thankful to you big brother. New in game dev and programming.
When I started I literally had no idea how to do pixel art for games and how to manage asset size until and unles I saw your Canvas size video. Thank you for telling me basics.
Snowverhang haha! That was good Adam! Excellent workflow example. I have struggled to make my own tilesets due to the lack of repeating tiles and not really being able to get good visual feedback. This will really help with those issues. Thanks for all you do.
awesome video! I really respect how you just start with a weird red colored cube and change it to a buetifull tileset!
Such a great guy who shares his workflow. If you are in the industry you may as well know the workflow is everything. Big kudos and very well appreciated man. Keep it up.
This was amazing, I would love a tileset video on top down perspective :)
Amen
awesome as always
totally getting aseprite for xmas.. best ad ever :)
Congrats on Insignia's progress so far!
Awesome, thank you!
The face at 20:21 is precious
Thanks this helps a lot
my god your pixel art is jaw droppingly beautiful.. cant wait for your game release
Golly, those tiles are gorgeous
That tile set looks so good
I really appreciate your videos!
TH-cam gamedev is filled with surface level tutorials that show you how to get something working in a sample scene but never go beyond that with information that would help with using it in a real game.
These workflow videos on "How I use x feature in a real game" are very high quality and rare. Getting "something" working is the easy part. Making it "complete" is the hard part. That's why people say "The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time"
To be fair, if I were to really take this as far as I would in a real scenario it might have been a seven hour video haha. Professional game dev is time consuming!
@@AdamCYounis7 hour video in the future?
As a guy who just came out of a recent game jam where I was the pixel artist, I really wish I had updated my aseprite before that, because that tilemap mode would sure as hell helped a lot.
I love this guy
extremely helpful,thx
Thank you for these videos, I've been practicing thanks to them. I was wondering if you could please do an updated video on the Tiled workflow too since it is now a bit different? Thanks!
This is extremely cool
I can't thanks enough for this explanation, not only how to use aseprite, but also your work process. I've made my tileset and for the first time i'm super happy with it. Can i send it to you if you want to take a look. Again thanks!
Coollll!!!😄
The tilemap tool is crazy
I know you were annoyed by the tilemap in Godot - in the new 4.2 release they have the sprite flipping and rotation, including when you have grouped tiles
This is great
I love how you are playing tunes from Stardew Valley, sounds vary similar but different :D
wow aseprite 1.3 I have to check it out. I am _very_ interested in tilemaps workflow, I do not use Unity, having my own engine, I hope I can build a good new workflow for it. Thanks for the headsup!
yay~~~ its been a long time~
Snowerhang. SNOWERHANG! alright, I'm dead 😅😂😂😂
Time to go update. didnt realize it came out of beta. been loving the tilemap feature of the beta
The Bob Ross of Aseprite
God i am so fucking Jealous. Your art is soooo nice man! love it ;D
Bob Ross of pixel art right here
Hi Adam, thank you for all your content, how can we get your palettes? :)
This update seems super useful! Do you know if this can also handle isometric tilesets? I've been working on one for a little while now and having it be organized within a set like this would be very helpful.
Hey! Thx for your guides! Can this tilemaps used for isometric?
could you make a follow up showing your workflow in the tiled part of the process?
Your hair looks nice in this vid
impressive very nice.
let's see paul allen's tile system
This was awesome! Please, please, can we see the next step - export and import into the engine 🌸 How do you place the tiles, do they import in the right flow, or in bits and pieces, and how do you know which connects to which, since they are a bit more painterly? Thanks so much!
Afaik, he actually builds the levels with Tiled. It's a free tilemap editor that's a bit more comfortable and powerful than Unity's. Then there's a package called SuperTiled2Unity, which can import .tmx files from Tiled directly into Unity's Tilemap Renderer System.
I use the same for an isometric game. I'd say, once you're set up, it's easier to get good results than with just Unity. And not only that, it scales very well. You can even paint over the whole tilemap sprite in Aseprite again and have a totally untiled tilemap. 😅
@@JanTGTX Thank you, that sounds awesome, I’ll definitely look into it!
Tiled also supports godot. And godot > unity ;3
I better see some snowverhangs when the game comes out!
What I'm wanting to know is the workflow of making a background for a game level or title screen illustration and converting that to tile maps.... I'm totally onboard with doing this for level design but curious about the other things that tile maps can be used for
Correct me if i'm wrong or misunderstood you, but since you're not interacting directly with the background, you won't have the need to turn into a tilemap (since it doesn't need coliders and stuff), but i think if you need some similar shapes in the background you can just copy paste some ramdom prototype form of the tilemap in a few layers and shift the palette to blend well with the level that you want, also keep in mind that, depending on the complexity of the tilemap, this works better with more symmetrical and artificial layouts.
Have you ever tried using the parallax effect in your character designs to give them a 3D effect?
looks too cool.
It's funny. I've been using this during most of its beta period. I dont think i experienced any bugs at all despite its beta label. Glad it's official now though
Do you have a link to your palette you are using please, I just started learning pixel art myself and I suck building my own at the moment
Please make the Godot animation player improvement video you teased earlier! :)
OMG dark theme
Hey dude, I just started doing some pixelart for my games and you are quite the inspiration and help to me. Do you have any recommendation for a good pen tablet I should buy for drawing?
Wacom Intuos Small is a great entry level tablet, I use it every day.
I'm revisiting my workflow too. Hard not to with the update
Hello! Got question about the art sprites in games. There are the tiles where character stands on. But can this tileset thing be used on bigger sprites to assemble more of an art parts or these are better to do as 1 big sprite pieces? Such as background trees, bushes to make repeating chunks?
Can you teach how make sprites like used in tibia?
youtube algo please let even more people see this video
Snow-verhang... he he he
If I have an old version of aseprite. Do I have to buy the new one?
I cannot export this with meaningful data thpugh in json. Am I missing something?
hello adam, what graphics tablet do you use?
I use the small wired version of the Wacom Intuos series. Previously used the Intuos Pro but never really needed the extra buttons or size. Small suits me just fine.
Hello Adam. Is your 2015 Tiled training content still relevant in 2023, with concerns to Aseprite 1.3 and Godot 4.2?
Hey, maybe you're thinking of 2019? I didn't have a channel in 2015, my earliest content may not be up to date but I do have more recent videos on Tiled
im a bit confused on your export, since your tiles are not being restricted to the grid they are overflowing, importing this into an editor would create several tiles that dont fit into the auto-tile logic. how do you handle this part? or are you manually adding these?
I use Tiled for handling my auto-mapping logic. I don't recommend using Unity's built-in solution for more serious tilesets.
Anyone know if this can work for isometric tiles?
anyone know the dimensions of his document at the start that he put the tilemap into?
can you please make a tutorial of a capoeira character pixel animation, 64 px pls ?
I could use a little more 'art class territory' tbh, haha
Does someone have a reference to his color palette?
I noticed despite you having a 16x16 art the initial sprite was a lot bigger than that image? Is this necessary so the tilemap will give more tiles? Why do you make your sprite with such large resolutions compared to the finished sprite.
Mostly to give myself room to add more tiles later
can anyone explain what is the tilemap rules?
how did you make your aseprite ui thingy black istead of white
should have waited 10 more seconds before asking
+algorithm comment
Recently found your channel and loving your work. Very insightful tutorials. What program are you using for your pixel art and animation?
If I compiled an older version (for getting asepitte for free), do I need to redo it again for the new release?
With the M3 MAX Chip on Apple, do you still bealive that its a MUST to have a Windows? Please don't hate, it's just that I come from a design background and all my equipment is from Apple. But I'd love to become a game dev. so I really need help :( with it. I've read a lot of comments that now 2024 apple is gonna be more focused on 3D projects etc
I don't think there's an issue using a Mac for indie game dev.
@@AdamCYounis woooooo thank you so much for replying 🥺 I really appreciate, I admire you since day one and it’s unbelievable that you answered me! Thanks!!!!
lmao gotem
GIVE ME YOUR PALETTES
AI got nothing on Adam tilesets 😅
Snowverhang 😂
With how long Aseprite's 1.3 beta has been in development for, I feel disappointed in lack of Isometric tilemap support (unless I can't find it). Workflow for one that would look good is already complicated as it is.