Great video GCL! Thank you so much for this video. The explanation was Very clear, as always. I was using Tiled for the map but I think I'm going to use Unity's editor for the map too. Anyways, thank you so much! :D I'll keep an eye to the stream notif! :3
This has helped me immensely, thank you so much! I used to do layers a bit differently but this method makes more sense. It also avoids weird overlaps.
@@GameCodeLibrary In our case we're working on a top-down game that relies heavily on projected lighting coming from the character's mounted flashlight. Your video was the perfect stepping stone to helping us better understand how to do "smoke and mirrors" lighting effects in 2D with different layers.
@@Cobalt_Capacitor That sounds really cool! Faking lighting can work so much better for 2d games since it gives such a clean effect - but I do have a video on Unity's 2d lighting system if you ever want to try that out too!! Good luck with your game it sounds fun
Very nice video, and great organization of the tile layers. The way you explain things is really clear and makes the tutorial easy and enjoyable to follow!
Glad you're enjoying it! Sorry on the wait for the next vid - my dad died so we had the funeral and all the paperwork to figure out! Still going through everything so can't give you a date for the camera vid sadly 🙏
I love your videos, I'm able to learn more from you than most other tutorials because your style suits me very well! However, you say that this series is for anyone as long as we are creating a top-down game. But that isn't really correct. A true top-down game would use the same walking animation for each direction but rotate the sprite to face that direction. I know that isn't the style you are going for with this game but would you perhaps consider a small video #2.5 to demonstrate how to do that? Thanks
You’re right!! I actually did this in a previous video - but since the sprite sheet I used contained a sprite for both directions, I thought I’d show it this way as well. You can check out my previous video where I flip the character! ruclips.net/video/_xYcrDjnjM8/видео.html
I like your videos! Great to follow along. I have a question, can you still do the collisions using tilemap if you have a player sprite taller than 1 tile?
Thank you I'm glad you enjoy them! Yeah the collisions will work no matter the size of your character - as long as the collider around your player matches the players sprites height :-)
@GameCodeLibrary I am not a native speaker so I am sorry if my English is not clear. I should have explained my problem more clearly. I only want my players feet to have collision, but when I do it that way, layers dont really work. The players head stays behind layers while the feet are in front and I cannot change these layers to walkInFront since they are meant to be walkBehind layers. What I was trying to ask in my original question was if it was possible to make these layers work for a 2 tile tall player sprite using only tilemaps or should I use gameobjects as walls, layers etc.?
@@Yavuz1411-ij7mj I see what you mean! That's tricky! I know there is a way of sorting sprites using Sprite Mask - but I haven't worked with this much so can't give good advice on it. Sorry my tutorial didn't work for your game! I'll keep thinking of a way to help and let you know if I come up with anything 😝
nice and clear, how would you deal with animations from the player that extend beyond the rigid body, this would cause the part that's extended to clip through the point where the pillar is divided between layers
There's a few different ways you can deal with this tricky issue! One way you could try is temporarily change the sorting layer of the player's sprite renderer - so when you play the animation it sets the layer to be one that you require (always infront? always behind? whichever works best for you!) There are more advanced ways of dealing with this using customer shaders for dynamic sorting, but I haven't worked enough with those to give any good advice there :p
Wonderful video. Very easy and good pacing. Please create more tutorial. Just a silly question, what can I do after drawing all the objects but later realize I draw on the wrong tilemap because I forget to change the layer in the palette? :)
Thank you I’m glad you enjoyed! You can always use the eraser tool to remove any incorrect tiles, then redraw on the right map! You can also copy and paste tiles with the selection tool in the tilemap, but that can be tricky to get the exact ones you want 🤔
easy to follow guide, good pacing, straight to the point! if I have two thumbs I would give this three thumbs up
Thank you Tom 😌🙏 hopefully it can come in handy!
Great video GCL! Thank you so much for this video. The explanation was Very clear, as always. I was using Tiled for the map but I think I'm going to use Unity's editor for the map too. Anyways, thank you so much! :D I'll keep an eye to the stream notif! :3
This has helped me immensely, thank you so much!
I used to do layers a bit differently but this method makes more sense. It also avoids weird overlaps.
So glad I could help!! There’s lot of ways to make games and do every aspect of it, I just try and share what I find easiest 🙏
@@GameCodeLibrary In our case we're working on a top-down game that relies heavily on projected lighting coming from the character's mounted flashlight.
Your video was the perfect stepping stone to helping us better understand how to do "smoke and mirrors" lighting effects in 2D with different layers.
@@Cobalt_Capacitor That sounds really cool! Faking lighting can work so much better for 2d games since it gives such a clean effect - but I do have a video on Unity's 2d lighting system if you ever want to try that out too!!
Good luck with your game it sounds fun
Very nice video, and great organization of the tile layers. The way you explain things is really clear and makes the tutorial easy and enjoyable to follow!
So glad they can help out and you enjoy them :-) Thank you for your support and kind words!!
using your vids to help make my own , so far so good , waiting for that camera movement vid
Glad you're enjoying it! Sorry on the wait for the next vid - my dad died so we had the funeral and all the paperwork to figure out! Still going through everything so can't give you a date for the camera vid sadly 🙏
@@GameCodeLibraryThoughts and prayers to you and you're family 🙏
1000 times thank you, I really struggled to understand this principle with layers, I look forward to your future videos :)
So glad I could help!! Breaking them down into logical layers helps a lot with how I think about them too :P
thanks
Nice video! Thank you, just curious which unity version are you using?
This is great! :D
So glad you enjoyed!!
How would you handle this scenario:
Player can walk on top of a bridge, but also underneath it?
I love your videos, I'm able to learn more from you than most other tutorials because your style suits me very well!
However, you say that this series is for anyone as long as we are creating a top-down game. But that isn't really correct. A true top-down game would use the same walking animation for each direction but rotate the sprite to face that direction. I know that isn't the style you are going for with this game but would you perhaps consider a small video #2.5 to demonstrate how to do that?
Thanks
You’re right!! I actually did this in a previous video - but since the sprite sheet I used contained a sprite for both directions, I thought I’d show it this way as well.
You can check out my previous video where I flip the character!
ruclips.net/video/_xYcrDjnjM8/видео.html
@@GameCodeLibrary I thought I'd watched all your videos. It seems this one slipped through the net. Thanks 😊
I think there is another technique, using the pivot point y axis to sort objects in front or behind one another.
I like your videos! Great to follow along. I have a question, can you still do the collisions using tilemap if you have a player sprite taller than 1 tile?
Thank you I'm glad you enjoy them! Yeah the collisions will work no matter the size of your character - as long as the collider around your player matches the players sprites height :-)
@GameCodeLibrary I am not a native speaker so I am sorry if my English is not clear. I should have explained my problem more clearly. I only want my players feet to have collision, but when I do it that way, layers dont really work. The players head stays behind layers while the feet are in front and I cannot change these layers to walkInFront since they are meant to be walkBehind layers. What I was trying to ask in my original question was if it was possible to make these layers work for a 2 tile tall player sprite using only tilemaps or should I use gameobjects as walls, layers etc.?
@@Yavuz1411-ij7mj I see what you mean! That's tricky! I know there is a way of sorting sprites using Sprite Mask - but I haven't worked with this much so can't give good advice on it.
Sorry my tutorial didn't work for your game! I'll keep thinking of a way to help and let you know if I come up with anything 😝
nice and clear, how would you deal with animations from the player that extend beyond the rigid body, this would cause the part that's extended to clip through the point where the pillar is divided between layers
There's a few different ways you can deal with this tricky issue!
One way you could try is temporarily change the sorting layer of the player's sprite renderer - so when you play the animation it sets the layer to be one that you require (always infront? always behind? whichever works best for you!)
There are more advanced ways of dealing with this using customer shaders for dynamic sorting, but I haven't worked enough with those to give any good advice there :p
Wonderful video. Very easy and good pacing. Please create more tutorial. Just a silly question, what can I do after drawing all the objects but later realize I draw on the wrong tilemap because I forget to change the layer in the palette? :)
Thank you I’m glad you enjoyed! You can always use the eraser tool to remove any incorrect tiles, then redraw on the right map! You can also copy and paste tiles with the selection tool in the tilemap, but that can be tricky to get the exact ones you want 🤔