Level editing made easy with Automapping
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- Опубликовано: 19 июн 2024
- NOTE: Since Tiled v1.9 was released, some of the details in this solution are no longer necessary (specifically, region layers can be omitted if you use the new workflow). as always, check your version and the relevant documentation for the most up to date information :)
Hey Pals!
Back with a new video all about Automapping in Tiled, which is my level editor of choice. Automapping / Autotiling can make level design really easy and fun without sacrificing fidelity in your designs by automating the process of placing each tile once you've input your scaffold. I use it all the time for Insignia, and in this video I show you how to set it up yourself.
Get "Tiled" here: www.mapeditor.org/
Get the Unity importer plugin "SuperTiled2Unity" here: github.com/Seanba/SuperTiled2...
Chapters:
0:00 - Introduction
0:35 - About automapping with Tiled
3:58 - Why I don't use the native Unity solution
5:06 - Creating a simple tileset
11:20 - Setting up automapping in Tiled
15:32 - Creating rules
28:56 - Taking your maps further
33:25 - Conclusion & Outro
Music:
Helynt - Chillcraft [Gamechops.com]
----
This video features clips from my stream. Catch it live: Mon, Tues, Wednesday and Fri 1-6pm AEDT.
Twitch: / adamcyounis
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Download assets and games from the stream at uppon-hill.itch.io/
Later, pals! - Наука
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
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 💅
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 👍😊
☠️
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!
This is like the most powerful tool I've ever seen for indie gamedev
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 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 !
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!
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
Awesome video.
Not only would i want more videos about tiles but also about level design!
took me some time to find this among ur videos but it totally worth it
...I haven't been able to see your streams in a while but I got it working! Thanks!!!
fascinating video, gonna watch all of your stuff for sure
Just what I needed! Thank you you Pixel Wizard!
Ooo, new video on autotiling! Looking forward to it
Thanks man. Your content is so quality.
This video is the answer to my prayers. Thank you!
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!
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
This is so cool! great explanation
Ur channel is a goldmine dude
Great video, really help me with setup :) Thank you
this is amazing tysm for this super helpful tutorial
I needed this, thank you so much
This is pretty helpful to know, thank you.
Just wana say, This is Gold.
Very helpful, well done tutorial.
Super useful, super interesting!
Thanks Adam!
Saving to watch when I get home!!!
Great video, for my game i'm happy using unity's built in ruletile
I like your words, magic man
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
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.
Great video man! I'd love to see a more complicated one with slopes, etc! Dropped a sub :)
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.
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 have acculay learned auto tiling from your first video, and now I see this one Lol
Hi Adam! Love your videos, they're very helpful and full of information, as always :)
I wanted to use Tiled in Unity for some time but I can't figure out how to do it. What tool do you use to import Tiled maps (with their colliders) into Unity?
awesome video ! :p
I wonder why Tiled hasn't been acquired by Unity or Unreal.
Such a great tool.
Thanks for the tutorial.
It has by godot
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!
Sup, naoconhecido here, thanks for this video, it will be pretty helpful!
Great!
(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
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.
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?
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!! 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!!
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?
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)
Great video! Just wondering though, what theme are you using for Aseprite?
Now this is the cheatsheet i need
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.
Mind blown
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
Have you considered using the dual grid to setup your rules? That would cut most rule maps in half, if not more.
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?
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.
if you posted this video a few moths back would make my like so much easier
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.
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
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... ._.
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
I think I understand how this works for isometric tiling but would love to see a video
Це дуже гарне відео я як новачок у юнити мені це дуже допоможе. Дякую.
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)
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?
Yes sir I definitely was to see how you do more complicated stuff!!!! Btw thank you for such great content
Cool
what to do with the fake empty space at the end? Or it should actually be some bg color of the game scene?
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!
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.
Can anyone point me in the right direction on adding colliders and the like? I have it so that I am importing the maps into unity, but the chunks under the terrain layer only exist over the topmost layer of my platform objects
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.
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
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. ruclips.net/video/0bcZb-SsnrA/видео.html
I click on a video and just hear this faint Minecraft music and its perfect :)
clean ahh intro
Haii, I'm programming a farming game like Stardew Valley and I would like some characters running around but the time effort for pixeling every animation for many characters is just too high. Do you have some kind of advice or a tool for me to help?
Every help is appreciated!
can tile mapping work the same way in gamemaker?
awesome video, did u draw them tiles?
Yeah!
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.
I followed every direction in the "Creating Rules" chapter and it didn't work for me.
does this only work with unity? (usually i am a unity dev but ive been branching out and lately been messing around in godot)
well its been 3 weeks so you probably know the answer by now. so how about you share your experience of using it with godot which it supports?
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
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'
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!! ❤️
@@Komp4n10n How did you get it to open with tiled?
@@rad2905 Open with then choose Tiled then click the box always open with..
@@Komp4n10n weird Tiled isn’t showing up but thank you!
12:58 You just made woody woodpecker!!
erm i don't know how to add it in the scene, can any1 help me
agreed, I tried using the auto tiling in unity, and its just entirely useless because it cant cover all my use cases, and if I cant mix auto tiles and manual tiles, unless I put them on different layers, and that creates an entirely different workflow and management problem.
Seems like a good set of rule, for one game time, should be enough to not touch that ever again..
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 think it's kind of same with Pyxel Edit ,am I wrong?
You look like my chemistry teacher 😀.
Mr. Adam, can you teach me how to make a good pixelart animation for dragon when it flying (with wings).
I hope you'll teach me with your videos, thank you before.
Thank you from Indonesia 🥰🙏
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]?
Pretty neat, but Unity already has built-in Rule Tiles which do the exact same thing.