a few days ago I decided to teach myself pixel art with asesprite, and thanks to you I am already animating. I am an 45yr old oil painter, and feel like I am back in art school. and am so excited to translate this to pixel art. Thank you, you are an amazing instructor.
I was literally thinking about trying some isometric stuff this morning, so you can imagine my excitement when this popped up in my feed. Verrrrry helpful as always Adam, thanks!
I know this is a year old but I wanted to thank you for sharing your art and how to make it. Coming from a 3D world, 2D is hard to wrap your head around but isometric perspective makes the transition feel better.
The characters in the thumbnail are character sprites from Final Fantasy Tactics ( either the GBA version or A2 tactics). I would love to see a sprite work tutorial as well!!
This is the best resource by far IMO. Note with draw ordering when adding Z-layers, etc. you want to draw tiles from top-right (north-east in X-COM terms) to bottom-left, one layer at a time - this can be tricky with some engines that don't let you define the draw order so clearly, e.g. with sprites in Godot that mainly support Y-sorting, but not this sort of diagonal sorting. It's so versatile too - like X-COM tiles are like this but where the ground tile itself owns its walls (rather than the tiles being walls and ceiling like here), and walls are just one pixel "thick".
Isometric is so fun because it's like playing with Lego but you can make your own bricks! Future videos on isometric characters and animation would be awesome. Thanks for the video, big fan of your content here and on Twitch.
You, Brandon James Greer and another content creator has given me the inspiration to dive into pixel art, with the goal of creating my own game. Wish me luck.
Finally, I found someone who explains graphical projections in pixel art in a rational manner, with game design in mind, not only aesthetics. I am about to cry.
Thank you for this! For some reason isometric always seemed like a daunting thing but as always you make it look easy and approachable. Also I love how you timestamp your videos.
dude this is the BEST isometric video i ever seen,,,, and I see a lot cuz I love isometric and wanna do a game with it but danm, you made it so much easier
I love the in-depth explanations before the demonstrations. I hate doing things without understanding the details so it helps a bit. I know there are inevitably going to be things that I don't quite grasp right away but your videos REALLY help.
The nuclear throne for example uses only 1 animation and just flips it on X-axis. This style allows making only 1 animation top-down projection. works for 45 angle view i feel like/
Overly tutorial, Adam! I've always loved the isometric style. There is something so pleasing about seeing the depth of objects and the world. Age of Empires was really my first experience with it and my love of strategy games. I would really love to see you do more with this style. Your little castle/dungeon isomeric art was stunning!
I'm using isometric at the moment for my game and one thing I really like is the ability to show height. In a simple sprite game making stairs, hills, etc in isometric are very easy to feel massive compared to platform or top down which can feel very flat in comparison.
I am so glad you did an isometric pixel video! I would love to see you make a game In this perspective and am stoked to see more iso content from you! Love your work as always, thanks for sharing! :D
In Aseprite: The location in the canvas where you're going to make your tile matters. The top left of the 4x4 area should always be Black (Top Left - Black, Top Right - White, Bottom Left - White, Bottom Right - Black) Export settings are 100% and png In Tiled: Tileset settings should be 32 x 32 Tilemap settings should be Isometric - 32px width - 16px height I don't know if this would fix other people's issues but that's what worked for me, it's not splitting into four anymore and is working like in the video.
The argument at 8 minutes doesn't just apply to isometric grids with locked axes, but also any game that has heavy use of diagonals. Thus why I've argued, for a long time now, that the typical dpad needs an update to support eight discrete inputs, which not only adds refined control for 45° diagonals, but would also add an additional eight mixed inputs of 22.5° diagonals which further refines dpad control.
I self-taught myself how to do this, but the pit fall of that is that I don't have perfect measurements for the cube art, I just estimated what the cube should look like, and through a lot of trial, and error got some grid spaces that worked.
Thank you so much. I'm new to making games and no matter what I could Google, I could never find HOW to make a tile for a tilemap. Everyone only said that they imported a pre-made tileset. I've been bleeding my eyes out for 3 days straight with 0 progress just trying to figure out how to make a damn square. THANK YOU.
Great video, I have been trying to wrap my head about making isometric assets like this for a while. I have been using premade ones since I was not making progress on making my own so this really helped a ton. Also your content is by far the easiest to understand on this topic so thank you for taking the time to approach this from principles. Please keep up the great content and I hope to see more Isometric tutorials in the future!
I really liked this video Adam and found it super helpful! I'm just starting out learning to make games and learned a lot of what I am going for from this.
As you created the stairs-block, you shifted the upper edge in one pixel by accident. This makes this line appear thicker when you place this tile in your tilemap test scene, touching a full block there.
I just spent the last 3 days hunting for information on isometric tiles. This is incredible! It's missing one thing though, drawing isometric tiles for Neighbour rules
Honestly there's two things on this I would LOVE to see. Movement on this if it had bridges and things. And the ability to rotate the map at like 45 degree intervals
Totally and clearly understood everything. this video really motivated me to approach isometric art with a new perspective. Pls can you explain platformer tiles in a similar format. Thankyou very much and keep such fun and pixel art information coming!
Small note on the "angles of movement" segment. This entire benefit goes straight out the window, with both cameras being equalized to 4 animation angles, if you have an asymmetrical character design.
This is perfect!! I always got overwhelmed by the amount of work while doing iso art so this come as a solution to the only barrier between me and exploring it xD superb content!!
I would love to see you visit isometric again! I really appreciated this video! 🙏🏻 One thing I would be interested in seeing is a workflow for creating isometric auto-tile tilesets. I'm finding it difficult to get nice repeating patterns without just a lot of manual trial and error.
I just subbed your channel a few days ago. I was also recently thinking I was going to try to do an isometric tactics like RPG but I didn't know where to start. Thanks for the video, the timing was perfect.
I was searching if I could easily find my Construct 2/3 Tilemap tutorials as first result and I have found this video. I couldn't believe that's you making these videos! Well done, by the way. The video is really helpful and goes a lot into the details. Hopefully see you again around in Sydney ;-)
Thank you for all of your tutorials, Adam! I am most interested in isometric pixel art. I have just started dabbling in the pixel world as it is, and this reignited some much needed inspiration. :) I would love to learn more about isometric pixel art sprites/characters from you in the future. Can't thank you for your generosity enough.
My main problem with these is detecting which tile your mouse is pointing at when you have multiple layers. I don't use Unity, I program in C. I would assume that one could start at the top most layer and then check for a tile on that layer at the mouse position and work your way down through the layers. Not sure which is the most efficient way to do this. I know how to detect which tile you are on with a flat single layer though. This would be a good topic as it is not one I see ANYONE talk about.
I highly recommend to take a look at snes Equinox as an isometric platforming game where the art is really well done and it has example of not polygonal assets in the isometric world.
Amazing! I really enjoyed it, basically these are the building blocks to come up with great concepts. I am looking forward to see more of this, for example drawing / animating a simple character and a monster in your sandbox isometric world. I am curious to know the steps you will take to make the player use the slope, stairs etc. PS: Let's home Aseprite devs release the tilemap feature soon, but using Tiled is a good trick.
Love this tutorial! I'd be really interested on a crash course on Tiled, it seems like a really powerful program but I'm having trouble navigating the menus and setting up my first tile map like how you have here. Are there any tutorials you'd recommend?
4:26 Except there are games that you can go into the distance or foreground and they are 2d. Examples: DBZ Hyper Dimension on the SNes. You can dodge attacks by going into the background, closes the distance to your opponent, and then tries to land a hit. In Super Mario World on SNes you have fences you could be on front side or back side. Super Castlevania 4 on SNes had the same concept. There was a platformer on PC (newer than previous mentions) which had backdrop and foreground you needed to switch between to make progress, but I can't recall that game's name. Would have been a good example. Think of it similar to how Little Big Planet did it's 3 lane approach, but this game was 2d. Lone Survivor on PC had spaces you walk into which were further away in dark areas to bypass enemies. So no, jumping the enemy to get past them is not the only way to do it in 2d games. You don't mention 3/4 view. It's in between side on, and top down. Sometimes even called 2.5d. Side On - Cosmo's Cosmic Adventure / Jazz Jackrabbit / Fantastic Dizzy Top down - Grand Theft Auto / Black Skylands / Heat Signature 3/4 View - Out Of This World / Prince of Persia / Yooka Laylee
Hey found your channel awhile been watching your stuff. I have just recently realized there was an art term for this. I've always been into architecture design and legos. never thought of looking for a term in art
nice... seeing vids like this revive my wishes.... oooh how i wish to make an isometric game as tactics ogre.... one thing is keeping me far from doing it, is characters, im so bad at making em.... good video...
a few days ago I decided to teach myself pixel art with asesprite, and thanks to you I am already animating. I am an 45yr old oil painter, and feel like I am back in art school. and am so excited to translate this to pixel art. Thank you, you are an amazing instructor.
>I am an 45yr old oil painter
>an 45yr old
Literacy doesn't check out
@@jayroi1814I think you're thinking of orthography rules, not "literacy".
Not sure if you meant this to be inspirational, but thanks! And congrats on progress, Ii'm proud of you
No matter how much one is aware of how "simple" it ought to be, seeing it happen is a completely different thing. Thanks and keep these coming! ^^
;)
I was literally thinking about trying some isometric stuff this morning, so you can imagine my excitement when this popped up in my feed. Verrrrry helpful as always Adam, thanks!
I know this is a year old but I wanted to thank you for sharing your art and how to make it. Coming from a 3D world, 2D is hard to wrap your head around but isometric perspective makes the transition feel better.
Love this. Would love to see characters as well if you're planning it.
The characters in the thumbnail are character sprites from Final Fantasy Tactics ( either the GBA version or A2 tactics). I would love to see a sprite work tutorial as well!!
Seeing how we could make characters/sprites in this art style (isometric) would be very helpful ^^
This is the best resource by far IMO. Note with draw ordering when adding Z-layers, etc. you want to draw tiles from top-right (north-east in X-COM terms) to bottom-left, one layer at a time - this can be tricky with some engines that don't let you define the draw order so clearly, e.g. with sprites in Godot that mainly support Y-sorting, but not this sort of diagonal sorting.
It's so versatile too - like X-COM tiles are like this but where the ground tile itself owns its walls (rather than the tiles being walls and ceiling like here), and walls are just one pixel "thick".
Hey, it reminds me about old Digimon series. I really love pixel-art
Digimon World DS I presume?
ThyCheshireCat's Misc Stuff Jesus DS is considered old now? God I’m old....
Isometric is so fun because it's like playing with Lego but you can make your own bricks!
Future videos on isometric characters and animation would be awesome.
Thanks for the video, big fan of your content here and on Twitch.
You, Brandon James Greer and another content creator has given me the inspiration to dive into pixel art, with the goal of creating my own game. Wish me luck.
This discussion about the advantages and disadvantages of isometric projections was really interesting
I was literally working on an isometric drawing, thanks Adam!
Finally, I found someone who explains graphical projections in pixel art in a rational manner, with game design in mind, not only aesthetics. I am about to cry.
I like the way you explain things. You would make an excellent tutor or lecturer at a uni/school.
Yeah for sure I'd have enjoyed uni so much more if he taught lol
Isometric is the most beautiful view a game can have.
Thanks. I ended up not using iso for my game cause of your intro and it saved me a lot of time.
I always loved isometric view ever since I played Snake Rattle n Roll. This was so fascinating to watch. Thanks for the video.
Thank you for this! For some reason isometric always seemed like a daunting thing but as always you make it look easy and approachable. Also I love how you timestamp your videos.
The quality of your content is astonishing!
This was one of the best videos I've seen in a while. Thanks youtube recommendations!
Playing with wood blocks was always fun as a kid. And now digital art helps recapture that joy.
dude this is the BEST isometric video i ever seen,,,, and I see a lot cuz I love isometric and wanna do a game with it but danm, you made it so much easier
I love the in-depth explanations before the demonstrations. I hate doing things without understanding the details so it helps a bit. I know there are inevitably going to be things that I don't quite grasp right away but your videos REALLY help.
The nuclear throne for example uses only 1 animation and just flips it on X-axis. This style allows making only 1 animation top-down projection. works for 45 angle view i feel like/
Overly tutorial, Adam! I've always loved the isometric style. There is something so pleasing about seeing the depth of objects and the world. Age of Empires was really my first experience with it and my love of strategy games.
I would really love to see you do more with this style. Your little castle/dungeon isomeric art was stunning!
this motivates me to rethink the art style of a game which I am planning on making 😊 ありがとうね!
I put the Japanese Part through Bing Translator.
What does "Aringa Ton" mean?
@@sosasees The Japanese says "Arigatou ne", basically a formal way to thank somebody 😅
@@VoylinsLife aringa-ton for clarifying
Best tutorial on youtube for isometric game.
I'm using isometric at the moment for my game and one thing I really like is the ability to show height. In a simple sprite game making stairs, hills, etc in isometric are very easy to feel massive compared to platform or top down which can feel very flat in comparison.
Awesome! I couldn't help but think "Marble Madness" as soon as I saw those ramps...
Adam. Can you please make all of the tutorials about everything? :D You are really good at explaining things!
I am so glad you did an isometric pixel video! I would love to see you make a game In this perspective and am stoked to see more iso content from you! Love your work as always, thanks for sharing! :D
In Aseprite:
The location in the canvas where you're going to make your tile matters. The top left of the 4x4 area should always be Black (Top Left - Black, Top Right - White, Bottom Left - White, Bottom Right - Black)
Export settings are 100% and png
In Tiled:
Tileset settings should be 32 x 32
Tilemap settings should be Isometric - 32px width - 16px height
I don't know if this would fix other people's issues but that's what worked for me, it's not splitting into four anymore and is working like in the video.
BRO!!! THIS SAVED ME SO MUCH FRUSTRATION!!!!! THANK YOU!!!!
This is one of the best videos I've ever watched. Congrats man! Now I want to give up of the game I'm developing just to create an isometric one haha
This is THE best tutorial I've seen on this process. Great job.
I was looking for solutions to create a simple iso map, and found this video.
Made that 1 square, and you Blew my mind
I started experimenting with isometric pixel art very recently. What a nice surprise to see this video in my feed!
Wait why is everyone in the comments saying the same thing... That's weird. lol
The argument at 8 minutes doesn't just apply to isometric grids with locked axes, but also any game that has heavy use of diagonals. Thus why I've argued, for a long time now, that the typical dpad needs an update to support eight discrete inputs, which not only adds refined control for 45° diagonals, but would also add an additional eight mixed inputs of 22.5° diagonals which further refines dpad control.
This is amazing. Thanks for bringing such a high quality content!
High quality video, concise, very well explained and put together!
Best isometric pixel art tutorial seen so far!
thanks for this video Adam!
This is so good to create DnD maps :D
This might not be totally relevant to what I am doing BUT you truly kick a** in your explanation!
watching those tiles turning into a level so quickly was magic
I self-taught myself how to do this, but the pit fall of that is that I don't have perfect measurements for the cube art, I just estimated what the cube should look like, and through a lot of trial, and error got some grid spaces that worked.
Thank you so much. I'm new to making games and no matter what I could Google, I could never find HOW to make a tile for a tilemap. Everyone only said that they imported a pre-made tileset. I've been bleeding my eyes out for 3 days straight with 0 progress just trying to figure out how to make a damn square. THANK YOU.
I tried to follow the tutorial step by step, but I become crazy every time you do something between cuts of recording. Thank you very much anyway!
A norm in the industry is that "Up" would be the top-right direction, as well as "North". This is easier to understand when you get into coding.
Dude your videos help so much its unreal. I absolutely love your channel.
Great video, I have been trying to wrap my head about making isometric assets like this for a while. I have been using premade ones since I was not making progress on making my own so this really helped a ton. Also your content is by far the easiest to understand on this topic so thank you for taking the time to approach this from principles. Please keep up the great content and I hope to see more Isometric tutorials in the future!
I would have needed this half a year ago! Cool video, I‘ll come back to it
This is so amazing and looks so simple and achievable. Definitely will be trying this some time ♥
This is a lot of quality content. Thank you Adam!
I really liked this video Adam and found it super helpful! I'm just starting out learning to make games and learned a lot of what I am going for from this.
As you created the stairs-block, you shifted the upper edge in one pixel by accident.
This makes this line appear thicker when you place this tile in your tilemap test scene, touching a full block there.
greatly appreciate wht you doing here
I just spent the last 3 days hunting for information on isometric tiles. This is incredible! It's missing one thing though, drawing isometric tiles for Neighbour rules
Honestly there's two things on this I would LOVE to see. Movement on this if it had bridges and things. And the ability to rotate the map at like 45 degree intervals
Thank you very much, now we want to see characters moving :)
This has seriously helped me understand isometric really well. Thank you!
I see Marche, Shara, and a stabby one hit-ko boy, I click.
This was pretty much what I've been looking for for a while
Thanks!
Totally and clearly understood everything. this video really motivated me to approach isometric art with a new perspective. Pls can you explain platformer tiles in a similar format. Thankyou very much and keep such fun and pixel art information coming!
Just discovered your videos Adam, love the way you explain and create. You are a calm, gently spoken god of the indie games world :)
Small note on the "angles of movement" segment.
This entire benefit goes straight out the window, with both cameras being equalized to 4 animation angles, if you have an asymmetrical character design.
Thanks for sharing all your knowledge with us. Goshh this is magic!
This is a life saver man, I recently started trying to make my first game which is isometric, and this helped a lot
Love the video! Always been fascinated by isometric! Would love to see even more! Thank you!
I waited for something like this for so long! Thanks
This is probably one of the easiest and simple isometric tutorials ive ever seen and im getting so many ideas. THANK YOU SO MUCH
Very cool! I'm glad to have found this.
You're such a good teacher, thank you for sharing your knowledge with us!
This is perfect!! I always got overwhelmed by the amount of work while doing iso art so this come as a solution to the only barrier between me and exploring it xD superb content!!
I would love to see you visit isometric again! I really appreciated this video! 🙏🏻
One thing I would be interested in seeing is a workflow for creating isometric auto-tile tilesets. I'm finding it difficult to get nice repeating patterns without just a lot of manual trial and error.
I just subbed your channel a few days ago. I was also recently thinking I was going to try to do an isometric tactics like RPG but I didn't know where to start. Thanks for the video, the timing was perfect.
I was searching if I could easily find my Construct 2/3 Tilemap tutorials as first result and I have found this video.
I couldn't believe that's you making these videos!
Well done, by the way. The video is really helpful and goes a lot into the details.
Hopefully see you again around in Sydney ;-)
You are an excellent teacher. Thank you for this!
Thank you for all of your tutorials, Adam! I am most interested in isometric pixel art. I have just started dabbling in the pixel world as it is, and this reignited some much needed inspiration. :) I would love to learn more about isometric pixel art sprites/characters from you in the future. Can't thank you for your generosity enough.
Incredible video Adam. Please keep them coming! I love isometric games, and would love to make one someday.
You, sir, are a magician.
My main problem with these is detecting which tile your mouse is pointing at when you have multiple layers. I don't use Unity, I program in C. I would assume that one could start at the top most layer and then check for a tile on that layer at the mouse position and work your way down through the layers. Not sure which is the most efficient way to do this. I know how to detect which tile you are on with a flat single layer though.
This would be a good topic as it is not one I see ANYONE talk about.
thank you so much for preventing me from going back to school when im still so in debt
this was a cool showcase and good advices along the way too.
Amazing video! Hope you keep doing more isometric tutorials. Keep it up man!
I highly recommend to take a look at snes Equinox as an isometric platforming game where the art is really well done and it has example of not polygonal assets in the isometric world.
wow
You, sir, are one skilled person!
I realise now that I used go do a tiny bit of pixel art back in the day on Civ2, editing the units and terrain for scenarios
Amazing! I really enjoyed it, basically these are the building blocks to come up with great concepts.
I am looking forward to see more of this, for example drawing / animating a simple character and a monster in your sandbox isometric world.
I am curious to know the steps you will take to make the player use the slope, stairs etc.
PS: Let's home Aseprite devs release the tilemap feature soon, but using Tiled is a good trick.
Thank you for the explanation. It is really useful!
Exactly when I needed it
Love this tutorial! I'd be really interested on a crash course on Tiled, it seems like a really powerful program but I'm having trouble navigating the menus and setting up my first tile map like how you have here. Are there any tutorials you'd recommend?
4:26 Except there are games that you can go into the distance or foreground and they are 2d. Examples:
DBZ Hyper Dimension on the SNes. You can dodge attacks by going into the background, closes the distance to your opponent, and then tries to land a hit.
In Super Mario World on SNes you have fences you could be on front side or back side.
Super Castlevania 4 on SNes had the same concept.
There was a platformer on PC (newer than previous mentions) which had backdrop and foreground you needed to switch between to make progress, but I can't recall that game's name. Would have been a good example. Think of it similar to how Little Big Planet did it's 3 lane approach, but this game was 2d.
Lone Survivor on PC had spaces you walk into which were further away in dark areas to bypass enemies.
So no, jumping the enemy to get past them is not the only way to do it in 2d games.
You don't mention 3/4 view. It's in between side on, and top down. Sometimes even called 2.5d.
Side On - Cosmo's Cosmic Adventure / Jazz Jackrabbit / Fantastic Dizzy
Top down - Grand Theft Auto / Black Skylands / Heat Signature
3/4 View - Out Of This World / Prince of Persia / Yooka Laylee
Hey found your channel awhile been watching your stuff. I have just recently realized there was an art term for this. I've always been into architecture design and legos. never thought of looking for a term in art
Isometric platformers imo have a lot of untapped potential. I've played Spyro Season of Ice and Sonic 3D Blast and they are some of my favorites.
Thank you for this. This was great.
Thank you adammm
Important thing to notice is to make map perspective isometric (when you create map in tiled)
Great video. I learned a lot and finally was able to get started on this overwhelming task :)
Wow im fast!
Love your work, and im using your colorpalete 💖🤩
nice... seeing vids like this revive my wishes.... oooh how i wish to make an isometric game as tactics ogre.... one thing is keeping me far from doing it, is characters, im so bad at making em.... good video...
love this, coincidentally helpful and timely ty