WHAT A HUGE RELIEF. I have been hunting for some actually useful 2d layout tutorials. There is so little out there for 2.5D, layered, non-pixelart work. You just saved me a huge headache and many hours.
After playing the game I really wanted to know how you did this exactly with all the layering, lights etc. Never did I expect to find a video FROM OBS detailing the whole thing. To anyone wondering the game obviously runs a lot better than this version in engine. Looks fantastic on a 4K tv, a very fun game. Thanks so much for the video Martin, I'm sure others would agree that another scene breakdown or updated video on the final version would be amazing... I could watch this for hours, even if you don't give away all the secrets. People here want assets and example scenes but these are made in studio for their use. Unity has made 2d light changes even since this video and there are plenty of light systems on the asset store. Good luck everyone!
Woahhhh, this is incredible! As an artist who wants to get into environment design for games I'm really blown away. I can't think of a game I've seen that made me feel like I was so 'in' the scene. The foreground elements, overall composition and lighting are sooo inspirational! I'll have to watch a play through and pick this game up!
@@oddbugstudio I looked for this game on Steam to wish list it, but nothing comes up. Any info on platforms and release date? Your website just has an excellent looking announce trailer yet no mention of any info. Cheers!
@@stecki5362 Hey! At the moment no platforms have been announced. If you have twitter follow us @oddbugstudio as we post most of our development updates there! :)
This looks absolutely incredible. Looking at a previous reply, I see that you have since optimized the game past the ~40 fps shown in the video. I am wondering how much of an issue was caused by the lights themselves, and if you have any advice on optimizing 2D lights. Have been hoping to switch over to the 2D renderer for a new project but am worried reading all the negative comments about 2D light performance. Thanks so much, and will 100% be purchasing this game :)
Previous to the 2d lights we was using 3d lights in the scene so this is a massive saving for us. We’re now much higher than the 40fps so we’ve had no issue with their performance:)
@@oddbugstudio Sorry to bother you again, and hope the game is going well. I was wondering if you could shed a bit of light on the collider tool you mention to block out scenes, as it looks nice and efficient :)
Amazing video, I'd love more content like this. One question - are you using an orthographic or perspective camera? Because 2D Lights don't seem to work with perspective cameras at all in the newest version.
Absolutely beautiful ! I feel like it all relies on your awesome custom light&layers asset which seems pretty complex :D I'm sure many of us would consider a buy on the assetstore... Just saying ! O:)
You don't seem to use a depth of field shader (it is so hard to do using Sprite in URP...) Did you create all the blur versions of the sprites baked in Photoshop??
Why not just use orthographic camera plus parallax scripts instead of projection camera plus assets scaling (after you move sprites by z index) to achieve parallax effect? I mean you can just draw graphics in photoshop in a proper size with proper relative scale and just place it to the scene instead of getting assets together in unity trying to guess parallax sprite scale relatively to what you had in photoshop. Am I missing something? I am currently building 2d game in unity and can’t decide which camera to use for my 2d game. Thank you for reply.
Great video! What about performance? I noticed the game was running at about 30 - 40fps. I assume with so many lights, objects and interactions, getting good performance must be hard.
I honestly thought it was an odd bug in the project that created stunning lighting as a side effect and as the old saying goes the bug became a feature. I'm feeling like a fool now
Thank you this is great. I don’t understand why it’s is so easy to add many point lights in 2D and see directly the result and can play with it, when in 3D it never works for me. I add light, but nothing turn on. I tried to changed the material, but still no where close from the result in 2D. I guess I do something wrong? Anyone?
Odd Bug not yet on this particular issue. I just finished a prototype and wasn’t able to set lights like I wanted. Basically I messed around with 2D lights in URP, was easy and amazing. Then started to build my prototype (in 3D this time) and when I finished wasn’t able to add lights like I was doing in my 2D environment. I think it comes from the fact that it should be less heavy to render sprite compare to render meshes. I don’t know.. But yeah will definitely look for more info about that in the forums. Thank you, awesome work!!
This is quite old but still, from what I remember lights have a "priority" setting, by default, Unity runs only 4 lights at the same place, depending on their priority. You can increase this number in the lighting settings. Maybe this will help somebody else ^^
Talks about how "Unity also has a demo scene available for download which will allow you to get your hands on the new tools" and then leaves no link to this "demo scene" in description. Cool.
WHAT A HUGE RELIEF. I have been hunting for some actually useful 2d layout tutorials. There is so little out there for 2.5D, layered, non-pixelart work. You just saved me a huge headache and many hours.
Glad we could help!! :)
Not all that useful for me because it depends on custom tools the general public doesnt have access to.
After playing the game I really wanted to know how you did this exactly with all the layering, lights etc. Never did I expect to find a video FROM OBS detailing the whole thing. To anyone wondering the game obviously runs a lot better than this version in engine. Looks fantastic on a 4K tv, a very fun game. Thanks so much for the video Martin, I'm sure others would agree that another scene breakdown or updated video on the final version would be amazing... I could watch this for hours, even if you don't give away all the secrets. People here want assets and example scenes but these are made in studio for their use. Unity has made 2d light changes even since this video and there are plenty of light systems on the asset store. Good luck everyone!
The art is gorgeous! How have I never head of this!
Thank you! We post mostly on Twitter! :)
Woahhhh, this is incredible! As an artist who wants to get into environment design for games I'm really blown away. I can't think of a game I've seen that made me feel like I was so 'in' the scene. The foreground elements, overall composition and lighting are sooo inspirational! I'll have to watch a play through and pick this game up!
Can we please have a sample project with sample assets set with all the layers and lights so we can learn it easily?
Big thanks to Martin Reimann and Odd Bug Studio for sharing this knowledge. It shows a lot of small digestible information in a short video.
Thanks for watching! :)
Reimann? No wonder…
ESTO ES LO MEJOR QUE VI EN MI VIDA EN UA-cam!
this is frickin incredible
Thankyou! Glad it helped :)
RIP Matt Taylor. Late programmer at Odd Bug. May his lighting tool light the way forward for you.
Sorry for the confusion :D I think I said Lead but mumbled up the word
Never give up, Always believe
ooh i thought its about a bug which made the 2d lights create a mood
saaaaaameeeeee
Love the game, but “Odd Bug” it’s the worst name for a game developer company.
OMG, this is amazing great information and in a fast pace.
Thanks! Glad you like it! :)
This is simply... brilliant !
Thank you!
🤩🤩omg, so happy I watched this after few months of headache. had the ideas and test scenes but sometimes you need that validation from legit work
This is gorgeous looking. Well done!
Beautiful "set decorating"! Thanks for sharing :D
Thanks for watching! :)
Incredible, hope to be making games like this some day
Awesome video! implementing this tips in to my game
This is awesome... are you targeting 30fps or can you do some optimizations?
Thank you for this, the game looks great!
Thank you for your kind words about Tails of Iron :)
@@oddbugstudio I looked for this game on Steam to wish list it, but nothing comes up. Any info on platforms and release date? Your website just has an excellent looking announce trailer yet no mention of any info. Cheers!
@@stecki5362 Hey! At the moment no platforms have been announced. If you have twitter follow us @oddbugstudio as we post most of our development updates there! :)
Great-looking game guys! -- Thanks for sharing your process! :D
Thank you! Glad it helped! :)
yoooo, this is amazing. We were amazed by the lights in this game when we were making ours. Great work!
Thank you! :)
very insightful, and a good presentation of the tools&workflow used.
also, the scenes look stunning!
also, good insights on the art direction. thank you for pointing out the effects, and the reasoning behind
@@Thomason1005 Thanks! Glad it helped! :)
Beautiful work
Thank you! :)
This looks absolutely incredible. Looking at a previous reply, I see that you have since optimized the game past the ~40 fps shown in the video. I am wondering how much of an issue was caused by the lights themselves, and if you have any advice on optimizing 2D lights. Have been hoping to switch over to the 2D renderer for a new project but am worried reading all the negative comments about 2D light performance. Thanks so much, and will 100% be purchasing this game :)
Previous to the 2d lights we was using 3d lights in the scene so this is a massive saving for us. We’re now much higher than the 40fps so we’ve had no issue with their performance:)
@@oddbugstudio Thanks for the reply! If I could ask one more thing, are you guys on the 2019 LTS?
@@Ofangio We're using 2019.4.9f1 at the moment
@@oddbugstudio Sweet thanks again! Can't wait to play the game; will stay tuned. Cheers
@@oddbugstudio Sorry to bother you again, and hope the game is going well. I was wondering if you could shed a bit of light on the collider tool you mention to block out scenes, as it looks nice and efficient :)
Amazing video, I'd love more content like this. One question - are you using an orthographic or perspective camera? Because 2D Lights don't seem to work with perspective cameras at all in the newest version.
We're using perspective but we're not on the latest of the 2d lights
Great work. If your studio needs another income stream you should look at doing some in-depth tutorials. I’m sure they would be really successful.
i love the style
Thank you! :)
Wooooow! Looks beautiful! 😍👍🤓
Thank you! :)
Absolutely beautiful !
I feel like it all relies on your awesome custom light&layers asset which seems pretty complex :D
I'm sure many of us would consider a buy on the assetstore... Just saying ! O:)
That was amasing.
You're amazing :)
Looks beautiful.
Thank you! :)
This video is so useful, keep it up.
Glad we can help :)
@Thomas Rodriguez The characters are all rigged using bones.
Any helpful tips to create the tools, shaders, etc... that programmer made?
This game is beautifu!!!
Thank you! Glad you like it :)
I would use 7 booleans for the light layers in the script, that takes more space but would be a lot faster to use than a dropdown
Thanks for sharing!!
Thanks for watching! :)
Awesome
Wow nice you are pro
Hey great work, and thank you for sharing your workflow. I have a question, do you use ortho camera with parallax script or perspective camera?
We’re using a perspective camera :)
@@oddbugstudio thanks for the reply, much appreciated :)
Fantastic.
You don't seem to use a depth of field shader (it is so hard to do using Sprite in URP...)
Did you create all the blur versions of the sprites baked in Photoshop??
This is super cool
INCREIBLE!!!
Wow that really cool
Thanks :)
Nice and informative video
Thank you, glad it helps :)
Add some written shaders examples for the new 2D light system please so that we can upgrade and port old shaders to this new awesome pipeline :(
Love you
Why not just use orthographic camera plus parallax scripts instead of projection camera plus assets scaling (after you move sprites by z index) to achieve parallax effect? I mean you can just draw graphics in photoshop in a proper size with proper relative scale and just place it to the scene instead of getting assets together in unity trying to guess parallax sprite scale relatively to what you had in photoshop. Am I missing something? I am currently building 2d game in unity and can’t decide which camera to use for my 2d game. Thank you for reply.
I love the artstyle, love the concept, and love rats lol.. imma pick this up
AMAZING GAME!!!
Thank youuu
Great video! What about performance? I noticed the game was running at about 30 - 40fps. I assume with so many lights, objects and interactions, getting good performance must be hard.
At the point of recording the game had not been optimised. Its running much higher now.
I honestly thought it was an odd bug in the project that created stunning lighting as a side effect and as the old saying goes the bug became a feature. I'm feeling like a fool now
Just a bug in the matrix 😉
Is the lighting script available for us to use??
Thank you for sharing this.
Thank you for watching :)
Hi. I've noticed many games 2d games use perspective cameras. Since your game is one of them I was wondering what factors lead to you decision?
Amazingggg
awesome video!
Thought this said 'tale of Iroh' and was about to cry again
estou apaixonada
awesome and magic!
Thank you! :)
how download this unity project?
Thank you this is great. I don’t understand why it’s is so easy to add many point lights in 2D and see directly the result and can play with it, when in 3D it never works for me. I add light, but nothing turn on. I tried to changed the material, but still no where close from the result in 2D. I guess I do something wrong? Anyone?
Glad you liked it! Wish I could help with your issue. Have you tried unity forums?
Odd Bug not yet on this particular issue. I just finished a prototype and wasn’t able to set lights like I wanted. Basically I messed around with 2D lights in URP, was easy and amazing. Then started to build my prototype (in 3D this time) and when I finished wasn’t able to add lights like I was doing in my 2D environment. I think it comes from the fact that it should be less heavy to render sprite compare to render meshes. I don’t know.. But yeah will definitely look for more info about that in the forums. Thank you, awesome work!!
This is quite old but still, from what I remember lights have a "priority" setting, by default, Unity runs only 4 lights at the same place, depending on their priority. You can increase this number in the lighting settings.
Maybe this will help somebody else ^^
Is it me, or 2d lights currently doesn't work in perspective mode?
Is this going to be as hard as dark souls? I’m really hoping it isn’t overly difficult
Yeah, I need help on this.
Your "light tool". It is yours like you said.
Can you please build your games to oculus so I can play.
The Lost Bear is on the oculus store :)
Its not a bug now, its a feature.
I 100% tails of iron i need dlc or expansion please...
Dansker?
Why is he whispering?..
Talks about how "Unity also has a demo scene available for download which will allow you to get your hands on the new tools" and then leaves no link to this "demo scene" in description.
Cool.
Awesome