Just to let people know, the advice on "the dark spot in the auto-tile guide being the filled portion" is incorrect. It's actually the white part of the auto-tile guide that you need to have textured within your tiles. In this example, it didn't matter much because it was a grass/dirt tileset, but in the case of say an overlay auto-tile that is a grass/transparent tileset, you would need to make sure the grass portion is filling the white spots of the guide. Otherwise you get some really wonky results. Spriting for GMS2's auto-tile system is pretty difficult to do. Takes a lot of trial and error to get things to line up right. I really wish they had more templates/formats to work with but I suppose having two is better than having zero. Anyway the manual does a decent job of showing how things are supposed to align with the guide, it's worth checking out.
This video was super helpful I decided to give your book a go- beautifully laid out and clear! WOW! Loving how it has bite size chunks for day by day too :) I began to get a little curious in the process of making games in Game maker from originally making pixel art, and its now a rabbit hole I can't seem to shake out of haha! Thanks for being one of the first steps on my game making journey! Your effort/ books and videos are encouraging me to keep going, even when I don't understand a thing and want to give up. I thought I only wanted to focus on my game art but I COULDN'T because I am struggling to understand how to make things that work properly in game, because I'm not a game designeerrrrrrrrrrr-BUT here you are to save me from my own peril and make me enjoy the game creating process too!-starting to get a little curious about programming too from your book-something that always scared me to bits. THANK YOU! :)
Awesome tutorial! That black transparent thing that happens if you overlay a tree or something was a stumbling block for me. Thanks for explaining that all I needed to do was create a separate layer with the same tile set! Looking forward to the tile set animation tutorial!
Bro like two years ago when I was terriable I tried to learn gm2 but I'm having another go and I'm acutally understanding. Anyways used to watch you all the time!
I know i am late to the comments, great video btw. Could you explain why when using a tileset like this you cant go right to the corners of the room size ? Like you need to be one grid square in. Thank you.
Obviously super late to this video, but: if you want to make tilesets that work well in GMS (both 16 tile and 47 tile), give Tilesetter a try. It's only $12, but there is a free trial available too. Honestly it's the only reason my projects don't look *entirely* like crap.
47 tiles tilesets are very straightforward if you use Tilesetter, as it has the option to export blob tiles as either 16 or 47 tilesets for Gamemaker (you just import it and its done). You only need a 9 tile square to make it work as well.
Auto Tiling looks to be a very good asset worth working with to form an exellent game worth playing, lets bring back the days of NES, SEGA, and SNES games without the predatory micro transactions.
@@LetsLearnThisTogether Lmao yeah I kinda hate it. I always be like "I'm gonna make the coolest tileset" and 5 minutes into spriting and I already give up.
This didn't work for me. It came back with a 3x3 brush that took up 9 squares instead of just the one. I followed these directions exactly. EDIT: I see it's doing that for you, but I don't want it to be that big. How do I make it smaller? I was using this for ceiling tiles.
Are you asking if you can create an auto-tile feature to use while the game is running? Because you can, for sure. It would be kind of tough, but I’m sure it’s possible.
A tile set is only a sprite, and that tile set can only have 1 frame, or image. If you want 1 tile set to have multiple images, you must manually create that image from multiple other images. But typically you’ve only got 1 tile set per tile layer, and then you use multiple tile layers to create your level. Each tile layer can use a different tile set.
Actually you can make a 47 Tileset from a 16 Tileset which is half the size. It's not even that hard. You can do this inside Gamemaker by placing the 16 Tileset inside a room the way GM wants the 47 Tileset, screenshot, copy into new Tiles, ready.
That would end up taking a lot more space on the texture pages right? Like, for a larger game that has many different tilesets would it be more efficient to use 16s since you can still get the same end result but with more copies of smaller individual sprites?
Oh I see what you did there. But manually creating the tile set art in a photo would be extremely tedious.. But if you understand what a tile set is you should have a good understanding how to go about making one yourself.
this is literraly NOT your vid but your voice over ANOTHER vid. I dont know from who, but i have seen this EXACT same vid before where they say the SAME things!!
Just to let people know, the advice on "the dark spot in the auto-tile guide being the filled portion" is incorrect. It's actually the white part of the auto-tile guide that you need to have textured within your tiles. In this example, it didn't matter much because it was a grass/dirt tileset, but in the case of say an overlay auto-tile that is a grass/transparent tileset, you would need to make sure the grass portion is filling the white spots of the guide. Otherwise you get some really wonky results.
Spriting for GMS2's auto-tile system is pretty difficult to do. Takes a lot of trial and error to get things to line up right. I really wish they had more templates/formats to work with but I suppose having two is better than having zero. Anyway the manual does a decent job of showing how things are supposed to align with the guide, it's worth checking out.
This video was super helpful I decided to give your book a go- beautifully laid out and clear! WOW! Loving how it has bite size chunks for day by day too :) I began to get a little curious in the process of making games in Game maker from originally making pixel art, and its now a rabbit hole I can't seem to shake out of haha! Thanks for being one of the first steps on my game making journey! Your effort/ books and videos are encouraging me to keep going, even when I don't understand a thing and want to give up. I thought I only wanted to focus on my game art but I COULDN'T because I am struggling to understand how to make things that work properly in game, because I'm not a game designeerrrrrrrrrrr-BUT here you are to save me from my own peril and make me enjoy the game creating process too!-starting to get a little curious about programming too from your book-something that always scared me to bits. THANK YOU! :)
Awesome tutorial! That black transparent thing that happens if you overlay a tree or something was a stumbling block for me. Thanks for explaining that all I needed to do was create a separate layer with the same tile set! Looking forward to the tile set animation tutorial!
I really like your tutorials. It's simple enough for even someone as dumb as me can understand.
Bro like two years ago when I was terriable I tried to learn gm2 but I'm having another go and I'm acutally understanding. Anyways used to watch you all the time!
same
I know i am late to the comments, great video btw. Could you explain why when using a tileset like this you cant go right to the corners of the room size ? Like you need to be one grid square in. Thank you.
Man they really made the visuals for matching up your tiles as vague as possible lol
Yep.. they did.
Tysm for this
Are you really David Schwimmer? Great tutorial by the way.
Obviously super late to this video, but: if you want to make tilesets that work well in GMS (both 16 tile and 47 tile), give Tilesetter a try. It's only $12, but there is a free trial available too. Honestly it's the only reason my projects don't look *entirely* like crap.
I’ll check it out!
this helped me so much! Thank you, and I'll buy your course right now!
47 tiles tilesets are very straightforward if you use Tilesetter, as it has the option to export blob tiles as either 16 or 47 tilesets for Gamemaker (you just import it and its done). You only need a 9 tile square to make it work as well.
Auto Tiling looks to be a very good asset worth working with to form an exellent game worth playing, lets bring back the days of NES, SEGA, and SNES games without the predatory micro transactions.
Autotiling _is_ magic.
But setting it up is hell.
@@LetsLearnThisTogether Lmao yeah I kinda hate it. I always be like "I'm gonna make the coolest tileset" and 5 minutes into spriting and I already give up.
If i make 4 different variations of ground, is it possible to somehow use it in the auto tiling?
OK, but how do I make some tiles, like walls, impassable tho?
i know im a bit late but when i add my tiles there extra small and aren't the proper size?
For some reason my tiles get more pixelated. Do any of you guys perhaps know how to fix it
This didn't work for me. It came back with a 3x3 brush that took up 9 squares instead of just the one. I followed these directions exactly.
EDIT: I see it's doing that for you, but I don't want it to be that big. How do I make it smaller? I was using this for ceiling tiles.
Its possible to autotile whole tile layer not in the Room editor but in the whole game while I creating a tiles in the code?
Are you asking if you can create an auto-tile feature to use while the game is running? Because you can, for sure. It would be kind of tough, but I’m sure it’s possible.
@@LetsLearnThisTogether I code my own autotile which work excellent. Its few hours of work but its work. But thanks.
Did I miss something? Did it show how yo actually create a tile set from multiple images?
A tile set is only a sprite, and that tile set can only have 1 frame, or image. If you want 1 tile set to have multiple images, you must manually create that image from multiple other images.
But typically you’ve only got 1 tile set per tile layer, and then you use multiple tile layers to create your level. Each tile layer can use a different tile set.
Why is Ross from Friends teaching me how to autotile in Gamemaker ?
Was this blurry for anyone else, or just me? Also, can you do a tutorial on how to do this for a 3D game?
How to create a tile set for a 3D game? That’s something I don’t have any experience with, sorry.
find a artist, XD welp I'm one so this should be easy.
Actually you can make a 47 Tileset from a 16 Tileset which is half the size. It's not even that hard. You can do this inside Gamemaker by placing the 16 Tileset inside a room the way GM wants the 47 Tileset, screenshot, copy into new Tiles, ready.
That would end up taking a lot more space on the texture pages right? Like, for a larger game that has many different tilesets would it be more efficient to use 16s since you can still get the same end result but with more copies of smaller individual sprites?
yes, thats true. @@Faint366
thanks for the tutorial, but that price...
"How to CREATE a tileset"
*proceeds to not CREATE a tileset but to simply DOWNLOAD a tileset*
Oh I see what you did there. But manually creating the tile set art in a photo would be extremely tedious.. But if you understand what a tile set is you should have a good understanding how to go about making one yourself.
@@LetsLearnThisTogether I figured it out (: srry I was a little pissed
9:07 dog.
this is literraly NOT your vid but your voice over ANOTHER vid. I dont know from who, but i have seen this EXACT same vid before where they say the SAME things!!
Weird. I most certainly created this video, so maybe someone stole mine? Or you’re having a serious case of deja vu
@@LetsLearnThisTogether Sorry then. My bad.
Rubbish.