Situation: There are two competing standards, each with their own pros and cons. You: I know, I'll make my own standard and take the best of both worlds, unifying everyone! New situation: There are now three competing standards.
Amazing idea, and the game looks great so far! I was wondering though, what do you do with rounded ramps with this tiled system? Do you create specific tiles with each part of the ramp, or do you add them afterwards? I've been creating pixel tilesets myself for a while now, but I'm unsure on how to tackle round ramps and elements.
Great question! and Thanks!! So I have some ramps on my game and the way I am doing this is exactly what you said - I break it down to segments - it takes a little bit of time because you will need to make sure it connects with the other tiles, but the result is great. For things that are interactive like moving and falling platforms I place them afterwards.
@@vectorgamedev im a web dev , i got bored so i was thinking about game dev but damn this topic is so big i dont know what im doing 😂 can you give me a hand ?
0:11 yo I know this video is like over a year old. I dunno if you’ve changed that already or the game is perhaps even released but that structure scrolling by in the background is going faster than the main ground which doesn’t make much sense. If it’s further back it should move slower
Hmm dude, you hide explaining a standard practice behind a clickbait title and use all this to just advertise your game. Leaves a bit of a bad taste. To be honest :/
You'll find it rather limited in short time. There are more complete solutions like TILED or LDtk that let you customize tiles with attributes, custom parameters, rules, and evertything. Most gamedevelopers eventually come to realize how much better is the Modular Approach, and to invest some time making your own tools or finding the ones that work better for an specific task. This needs to be done BEFORE starting producing the game. I.e., Nodes/UML graphs are great for things like sequences, hierarchies, dialogs, and anything pre-scripted that allows multiple choices to make. Tile placement tools are the best for laying out content, like levels or UI elements . And for Component Data/Properties, you'll want to create your own custom datatypes, use ScriptableObjects, etc. And so on...
If that video was 5 years old, okay…. But it’s 2 months old and you just found out the unity tilemap system? Serious? Before that you put every tile per hand? Not even a simple snap to grid script? Sometime I can’t believe what I see on UA-cam. I don’t know.
Hey man! Sorry that the video upset you - it wasn't my intention The idea of the video was more to share the challenge of designing levels in Unity not really about placing tiles - and hey - I've already changed the workflow again 😅 Hope you have an awesome day!
The char movement and animation looks so good. gj.
Thanks!!
You can even use Rule Tiles so that you can just draw and put the tiles without selecting and changing sprite.
Oh yeah - that's pretty cool!! Thanks for sharing that!
More videos please😊
there is only one way to find the perfect game map editor.... program it yourself.
Situation: There are two competing standards, each with their own pros and cons.
You: I know, I'll make my own standard and take the best of both worlds, unifying everyone!
New situation: There are now three competing standards.
Amazing idea, and the game looks great so far! I was wondering though, what do you do with rounded ramps with this tiled system? Do you create specific tiles with each part of the ramp, or do you add them afterwards?
I've been creating pixel tilesets myself for a while now, but I'm unsure on how to tackle round ramps and elements.
Great question! and Thanks!!
So I have some ramps on my game and the way I am doing this is exactly what you said - I break it down to segments - it takes a little bit of time because you will need to make sure it connects with the other tiles, but the result is great.
For things that are interactive like moving and falling platforms I place them afterwards.
man your game looks so cute
good job
Heyy Thanks!!
@@vectorgamedev im a web dev , i got bored so i was thinking about game dev but damn this topic is so big i dont know what im doing 😂
can you give me a hand ?
you deserve more subs, and veiws and likes, all of it
Hey thanks! ❤️
If you enjoy the vid then that's all that matters
nice game, character seems juicy and responsive =)
Thanks!!
so it's not recommended for top down 2D/2.5D games like Octopath Traveler right?
I don't think so - though there are probably packages in the asset store that would do that
0:11 yo I know this video is like over a year old. I dunno if you’ve changed that already or the game is perhaps even released but that structure scrolling by in the background is going faster than the main ground which doesn’t make much sense. If it’s further back it should move slower
Heyy
Oh yeah totally agree - I have updated the parallax since, now it's better
Thanks for the pointers, I appreciate it!
Can I make this kind of graphic games in gdevelope?
Hey!
I believe so, as soon as you can import graphics (pngs for instance) you will be fine!
just wait till you find out about Ruletiles
Yeah, found out about shortly after making the video 😅
Hmm dude, you hide explaining a standard practice behind a clickbait title and use all this to just advertise your game. Leaves a bit of a bad taste. To be honest :/
You'll find it rather limited in short time. There are more complete solutions like TILED or LDtk that let you customize tiles with attributes, custom parameters, rules, and evertything. Most gamedevelopers eventually come to realize how much better is the Modular Approach, and to invest some time making your own tools or finding the ones that work better for an specific task. This needs to be done BEFORE starting producing the game.
I.e., Nodes/UML graphs are great for things like sequences, hierarchies, dialogs, and anything pre-scripted that allows multiple choices to make.
Tile placement tools are the best for laying out content, like levels or UI elements .
And for Component Data/Properties, you'll want to create your own custom datatypes, use ScriptableObjects, etc.
And so on...
If that video was 5 years old, okay…. But it’s 2 months old and you just found out the unity tilemap system? Serious? Before that you put every tile per hand? Not even a simple snap to grid script? Sometime I can’t believe what I see on UA-cam. I don’t know.
Your channel description says you develope game for over 9 years and you didn’t know about unitys tilemap system? 🙄
Hey man!
Sorry that the video upset you - it wasn't my intention
The idea of the video was more to share the challenge of designing levels in Unity not really about placing tiles - and hey - I've already changed the workflow again 😅
Hope you have an awesome day!
2nd, games going good so far