An unconventional approach to make TILES in games
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- Опубликовано: 20 июн 2024
- Wishlist The Tale of LUMI 👉 store.steampowered.com/app/23...
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If you are interested, we have a discord channel where we run playtesting sessions: / discord
This is a #devlog for my #indiegame: The Tale of LUMI, a 2D action game where you chain actions together.
The Tale of LUMI was originally a #gamejam game.
In this video I talk about some of the updates on my tileset for my game, especially the new shader for the tiles that me and my team developed to create multiple tileset looks from a single tilemap sprite sheet. We are using shader graph to achieve this in Unity and it has been a lot of fun to make this, hope you enjoy!
I am having so much fun making this game and I hope you guys are looking forward to see this coming to life!
Very best,
Vector
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Twitter: / vectorgamedev
#gamedev #indiegamedev #unity #platformer #2d - Наука
Thanks forn the share.
The red is for texture mapping, the blue for a shadow gradient, the green for the shadow line and the black for the outline color
Yeah! great tldw 😁
This looks so cool, keep it up!
Love it! Now I want to figure out how to do this for a personal project I've been brewing!
Can't wait to see it! 👀
Nice video, I think I might use something like this in my game!
Great video. Keep it up man, I'm excited to see the game release and play it
Thanks!! 😃
Great video❤
Thank you!! 😁
Could you explain a bit how your drawing the other textures as part of the tiles ?
I would love to understand the logic here 😁
I looked at stencil buffer and passes, but I don't have thoses in godot4. But I will make it somehow, that's why your logic here would be very helpfull !
Sure thing!
I simply add them on top of each other using Unity shadergraph - also I make sure that I use global UVs instead of object UVs
And to add that as part of the tile I use the red color channel of the original tile
There's also a noise that I control with a variable and it's applied to the red color channel as well
Let me know if that helps!
@@vectorgamedev so you have a material on the other textures, or on the tiles one ?
And how do you get them ?
By the way I did it, but in Godot.
So what I'm doing is, first I draw the textures I want (in the top of the scene tree) then I make them use a shader ( that turn there black part into rgb(0,0,1) so it's still black bit not for computer,
Then, either you have your working space black, but ... so I just draw some black textures to act as the black mask,
I SAVE this screen texture using backbuffers
I put all I want in the scene , now order don't matter,
and here I have my tiles, and when it's pure black I ignore it, else I draw the textures !
@@vectorgamedev I will share it to you once I'm done !
Also, I will make it apply to custom polygons too !
I'll share you this 👌
Its just 1 material for the tiles!
Oh wow that's awesome!!
Would love to see it!!