Making an Isometric Tilemap in 2022
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- Опубліковано 29 чер 2024
- If you want to see some of my stuff for yourself. Check out these links:
Discord: / discord
Tactics Toolkit: assetstore.unity.com/packages...
Tactics Toolkit Pathfinding: assetstore.unity.com/packages...
Itch.io: lawlessplays.itch.io/tacticst...
Hi guys, just a simple tutorial today for everyone who asked for it following the pathfinding series. Some people were struggling with getting the initial project set up so this is for them. Thanks, any questions make sure to reach out, no worries :)
Next up is an RPG Character System for Leveling and Attribute Scaling. - Наука та технологія
Hi guys, so someone had an issue with setting the custom sort axis in the project settings. My y axis was already set to 1 so I only had to change the z axis to -0.26. But the final custom sort should be 0, 1, -0.26. Make sure you double-check if you're having some issues. Cheers folks
This number does depend on a variety of factors though. I'm also working on a tactics game like this, and for me only 0, 1, -0.13 works perfectly.
You know how to make the code so that the character can jump and move on 2D isometric platforms. I can't do it.
Do you have the pathfinding working yet? I've got a tutorial on it if not. When getting the path you need to pass in a jump height and check how tall neighbour tiles are. The z index would be your measurement for height
@@lawlessgames3844 ok, but what if you would like to move free like Mario RPG?
Oh well that's a whole other kettle of fish. Honestly not sure how to do collisions with tilemaps. But I'm sure it's possible. Have you thought about a 3d map with a fixed isometric camera?
THANK YOU - I struggle bugged so hard for 2 days trying to follow old tutorials but this 100% sorted my issue in under 15 minutes
I've been dreaming of my own tactics game, thanks for your indepth tutorial video, much appreciated :)
Dude I love you... This is PERFECT, all the tips as well just makes this video GOLD. Subscribed.
thank you! You explain everything better than any tutorial out there that I have seen in a clear and simple way
Really helpful!Looking forward to seeing more of your tutorials
Always look forward to your videos! Great content 🙏
Thanks mate. That's means a lot :)
This is one of the best (only?) channels out there for isometric pixel gaming that I can find... please keep going you are the best!!
Thank you so much. That really means a lot
I came because I didn't know how to make an Isometric Tilemap in 2022. Now I know. Thanks guy!
Shout out to @AdvanceJRBR for being my 1000th subscriber you absolute legend xD thank you all so much, this means the world to me.
Thank you very much for such a guide!
This is really helpful, thank you!
It's really helpful, thank you!
broken it down makes it seem so user-friendly and easy to use. I can’t wait to start making soft! Thanks again!
Great to hear my friend. Glad I could help :)
Thanks so much bro, nice video!!!!
I will have to try this. I've been interested in isometric graphics because of Pikmin and Tropico. Thanks for the tutorial!
Very useful! thanks
👍I 'm your new follower from China. I searched many tutorial for making a strategy game, and i think your videos are the best one! Although i am not good at English, so much operate details in your tutorials makes me understand easily! Please keep update your video. I can't wait for learning next one!
That's awesome my friend. Great to hear that I could help. More stuff is coming, it's just been really hard for me to find the time to work on videos
@@lawlessgames3844 Never mind.Life is more important.I will keep watching your channel! XD
That ending was so wholesome 😊😊
nice!!
Apart from anything else, that Robocop shirt is awesome. "I'd buy that for a dollar".
9:45 where u helped me. thanks!
to clarify: setting the filter mode like you did is how you prevent the graphics engine from blurring the pixels (something that improves visual quality on some visual styles but looks horrible with pixel art)
point (no filter) has unity render individual pixels instead of aliasing or blurring the pixels to attempt to create a smooth image. If you were to import the tilesheet without it, it would most likely end up blurry.
Ah that makes sense, thank you 😊
Thank you for your help, this days it's difficult to come by people like y
No worries mate, glad I could help
point no filter doesn't add any anti aliasing, makes pixel art look crisp.
Is there another way to change the z axis values? Because until removed that feature if you're using the URP thing
Lowkey the only person who has described the one game type im trying to make. I plan on grabbing your asset from unity store to get my game started. Are you still updating it?
Yup, although I'm getting to the end of it soon, I think. Next update is a dynamic turn order
@lawlessgames3844 awesome. I look forward to it. Thansk again for the content !
Instead of putting the water one layer lower you could just draw your water tile a few pixels shorter for the same effect while leaving it on the same layer.
You definitely could. I just did it this way as an easy way to ignore those tiles. I knew how long this tutorial was going to be so I didn't want to get into a whole blocked/non traversable tile idea. But I think I will cover something like that in the future when I finally get around to doing my next tutorial series on turn based mechanics
please don't judge me, before watching this I was positioning the images of the tilemap individually and making them go offscreen so it just is sideways, I'm new to this stuff
any chance on making online multiplayer with this game?
Just a question, have you ever played Yggdra Union and Gungnir?
Nah sorry mate. Although Gungnir does look kinda cool
hi all, whats program he use?
I'm actually watching this video WITH THAT VERY SAME SHIRT!
Hahaha, small world. That was loot crate like from many years ago right?
@@lawlessgames3844 actually no. Found in a thrift shop in NYC.
Hi, i have a problem where if i use a lower tile behind another til it looks like its same height
Hi, there's a couple of things that can cause tiles to render weirdly. Have you set the custom sort order in the project settings? It should be 0, 1, 0.26 (I think, its been a while xD).
Also check the tile map component. The render mode needs to be individual, not chunk
My water tiles at z=0 look way lower than yours and my grass tiles at z=2 don't line up with the z=1 tiles below them (center of the z=2 tile is at the intersection of the z=1 tiles). Not sure what I'm missing. I set the custom pivot point on the tiles I made and I changed transparency sort axis in project settings. All my settings seem to be the same as yours. Any suggestions?
They intersect on mine too. Think of +1 z as half a block. You can solve that intersection by making a half step sprite and using that one instead. Not sure about the water tiles. Are you sure they're at 0 and the grass tiles are at 1?
Sorry you had trouble BTW. Every time I do one of these tutorials loads of this pop up that I should have explained better.
Yeah, they are z=0, and it is definitely putting them below the grass tiles but it looks really good on yours because they seem almost halfway down. Whereas mine are 100% below the grass so it doesn't look great.
I figured out my issue. I don't think I changed the y transparency sort axis. I thought I only changed the z to -0.26 as you suggested, but for some reason my y was set to 0. I updated the settings to (0,1,-0.26) and now it looks like yours. Thanks for taking the time to reply.
Oh for some reason my y was already at 1. Thanks for pointing that out, I'll make a comment and pin it for future people
How do you go about keeping track of the "Z Position" ? I can't find a way to look them up for tiles that are placed in the scene....
It's a pain. You need multiple tilemaps for each layer
@@lawlessgames3844 !!! a reply!!! thank you:)
I see... it is as I feared... just gotta be meticulous/brute force. Sadge.
Im surprised they haven't made some UI in the editor for it? Because the data is clearly stored by unity and they could simply show it... but it doesn't for some reason.
Have a nice day.
Anytime, bro. It's really underdeveloped, but you do get rule tiles out of it so that's something
Its insane. My cube things i made like this come out massive and I dont see any way to reduce their size to fix the grid like this.
Do you mean the images for the tilemap? Check the pixelsperunit value when you click on the image file.
which art program do you use?
Asprite :)
can anybody tell me what program he made his sprites with he says it, but i could not understand what he said due to his accent. on a side note love the content thank you very much!
Haha sorry about the accent mate, it's Asprite. It's on steam
@@lawlessgames3844 all good , in your defense I am half Def lol
@@lawlessgames3844 also one last question can I import sprites into aspite say to edit before you export to unity.
I'm not sure what you mean. You can export the asprite images as jpeg/pngs for using in unity. I think there's a plug in you can get for unity to read asprite files but I haven't used it yet
just wanted to know if i can put my bmps into the sprite program so i can edit them before exporting as a sprite sheet or do you have to create them with the program.
what about URP? the transparency sort is not in graphics
From a Google I found this post that might help you forum.unity.com/threads/transparency-sort-mode-not-working-in-urp.1039300/
what's the name of the pixel art software he was using?
Aseprite :)
@@lawlessgames3844 thank you :)
Whats the name of that application?, pixelart?
I use Unity and the program I use for pixel art is called asprite if that helps
Detonation
why tf the title is in french that gives me so much hope (cuz im french)
Sorry buddy, is your browser auto translating the titles?