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These are the user uploaded subtitles that are being translated: 1 1 00:00:03,994 --> 00:00:07,320 In this video, we are gonna be setting up our tile palette, 2 2 00:00:07,320 --> 00:00:10,779 creating a couple of tilemap layers within our tilemap grid, 3 3 00:00:10,779 --> 00:00:14,903 and then painting a couple of layers of tile information into our scene and 4 4 00:00:14,903 --> 00:00:19,560 creating a simple platform that might be something that our character could run and 5 5 00:00:19,560 --> 00:00:20,860 jump on in the future. 6 6 00:00:20,860 --> 00:00:23,775 So let's jump in and create our first tilemaps. 7 7 00:00:24,980 --> 00:00:28,640 If you don't have it on your screen already, make sure you go to Windows and 8 8 00:00:28,640 --> 00:00:32,750 Tile Palette, to get the Tile Palette, I've docked mine up here next to my scene, 9 9 00:00:32,750 --> 00:00:37,190 so it's nice cose in hand, you will be using this a bunch in this lecture. 10 10 00:00:37,190 --> 00:00:40,210 I wanna give you a little bit of an overview of the Tilemap Pipeline. 11 11 00:00:40,210 --> 00:00:42,060 We started out with our sprite sheet. 12 12 00:00:42,060 --> 00:00:45,340 We've sliced it up in the sprite editor. 13 13 00:00:45,340 --> 00:00:47,650 Next we need to create a tile asset. 14 14 00:00:47,650 --> 00:00:52,590 So each of these sliced sprites will become individual tile.assets. 15 15 00:00:52,590 --> 00:00:57,430 And then we add those tiles into a tile palette and 16 16 00:00:57,430 --> 00:01:01,780 from the tile palette, we can paint those into our tilemap, which is our scene. 17 17 00:01:01,780 --> 00:01:05,925 And we can have multiple tilemaps that act as layers that you can paint 18 18 00:01:07,005 --> 00:01:09,835 within and then they can fit on top of each other. 19 19 00:01:09,835 --> 00:01:12,755 So that's the pipeline, let's go in and actually create that. 20 20 00:01:12,755 --> 00:01:15,375 This is the flow we are going to be going through in this lecture, 21 21 00:01:15,375 --> 00:01:16,165 in terms of creation. 22 22 00:01:16,165 --> 00:01:19,085 It's also the challenge for this lecture, 23 23 00:01:19,085 --> 00:01:22,175 feel free to complete this challenge as we go along, pausing the video. 24 24 00:01:22,175 --> 00:01:24,875 Or watch the whole way through and then complete it at the end. 25 25 00:01:24,875 --> 00:01:27,480 Create a foreground and background Tilemap. 26 26 00:01:27,480 --> 00:01:30,660 Create your tile palette, format the tile palette. 27 27 00:01:30,660 --> 00:01:33,630 So arrange the tiles if need be if you want it to be a little bit neater and 28 28 00:01:33,630 --> 00:01:34,540 more arranged. 29 29 00:01:34,540 --> 00:01:37,710 And then paint a background and a couple of simple platforms. 30 30 00:01:37,710 --> 00:01:39,150 That's what we'll be going through. 31 31 00:01:39,150 --> 00:01:41,560 Let's jump in and do that. 32 32 00:01:41,560 --> 00:01:47,090 Step number one is to right-click in the hierarchy, go to 2D Object and Tilemap. 33 33 00:01:47,090 --> 00:01:48,780 That creates for us a grid. 34 34 00:01:48,780 --> 00:01:51,930 You can see this grid has been placed within our scene 35 35 00:01:51,930 --> 00:01:56,060 that has a whole bunch of cells in it, a la a grid, which is very cool. 36 36 00:01:56,060 --> 00:01:58,550 And underneath that, it has our first tilemap. 37 37 00:01:58,550 --> 00:02:02,407 We're gonna rename the tilemap to Background, 38 38 00:02:02,407 --> 00:02:07,590 right-click on Grid and create a second Tilemap and 39 39 00:02:07,590 --> 00:02:13,730 I will call this one, you guessed it, Foreground, Foreground. 40 40 00:02:13,730 --> 00:02:15,170 I'm also gonna rename our grid, 41 41 00:02:15,170 --> 00:02:19,250 just to be really clear here I'm gonna rename this Tilemap Grid. 42 42 00:02:19,250 --> 00:02:23,679 So this is where all of our tilemaps will live within this particular grid in here. 43 43 00:02:23,679 --> 00:02:28,162 The next step is for us to jump over our Tile Palette and create a new palette. 44 44 00:02:28,162 --> 00:02:30,601 So right, sorry, sorry, click on Create New Palette. 45 45 00:02:30,601 --> 00:02:34,777 I'm going to call this Manual Tiles because in the future we'll have 46 46 00:02:34,777 --> 00:02:36,720 an automatic tile set up. 47 47 00:02:36,720 --> 00:02:38,080 So we'll call this Manual Tiles. 48 48 00:02:38,080 --> 00:02:40,450 That will all become clearer in later videos. 49 49 00:02:40,450 --> 00:02:42,520 It'll ask us where we would like to save this. 50 50 00:02:42,520 --> 00:02:44,520 I'm gonna create a new folder. 51 51 00:02:44,520 --> 00:02:47,630 Actually while I'm in here, which is a Tiles folder and 52 52 00:02:47,630 --> 00:02:50,330 all things tiles I will drop in there. 53 53 00:02:50,330 --> 00:02:52,450 We tend not to have to access the Tiles folder but 54 54 00:02:52,450 --> 00:02:53,998 it's good to know where they are. 55 55 00:02:56,333 --> 00:03:00,630 Okay, so now we have our Tiles folder with our tilemap, sorry, 56 56 00:03:00,630 --> 00:03:02,570 our manual Tile Palette. 57 57 00:03:02,570 --> 00:03:05,060 This is a prefab, you can see down here. 58 58 00:03:06,270 --> 00:03:09,010 Next step is for us to find our sprite sheet. 59 59 00:03:10,030 --> 00:03:12,370 We'll use the background one first and 60 60 00:03:12,370 --> 00:03:17,370 drag that into our tile palette and it will ask us where we wanna save that. 61 61 00:03:17,370 --> 00:03:21,850 This is more tiles, so double-click into Tiles, select that folder. 62 62 00:03:21,850 --> 00:03:23,910 It's generating these as tile assets, so 63 63 00:03:23,910 --> 00:03:27,460 it's converting or creating from the sprite, 64 64 00:03:27,460 --> 00:03:30,560 it's creating actual tile assets, you can see them in our tile palette. 65 65 00:03:30,560 --> 00:03:32,010 If you go into the tiles folder, 66 66 00:03:32,010 --> 00:03:36,180 you can see these as individual, I'll just expand this a little bit, so we can see. 67 67 00:03:36,180 --> 00:03:42,790 Individual.asset file, so each of these is now a tile file, a tile file as a .asset. 68 68 00:03:42,790 --> 00:03:45,760 There's a little bit of information we can tweak on it. 69 69 00:03:45,760 --> 00:03:49,840 We can change its color tinting and we can change its collider type, not a lot going 70 70 00:03:49,840 --> 00:03:54,500 on there but a little, bit of manipulation we can do to each of these assets. 71 71 00:03:54,500 --> 00:03:59,446 Now, in the tile palette, this is where we can do some cool stuff within our scene. 72 72 00:03:59,446 --> 00:04:04,030 If you were to click on the top left and jump into your scene and 73 73 00:04:04,030 --> 00:04:07,690 start painting, then we are painting these tiles into our scene. 74 74 00:04:07,690 --> 00:04:10,170 And you can see something a little bit weird's going on. 75 75 00:04:10,170 --> 00:04:13,570 It is allowing us to create one tile per grid square but 76 76 00:04:13,570 --> 00:04:15,290 the tile's not the right size. 77 77 00:04:15,290 --> 00:04:19,890 So we go back to our sprite sheet, which we sliced up previously where it says, 78 78 00:04:19,890 --> 00:04:22,140 what is the pixels per unit? 79 79 00:04:22,140 --> 00:04:24,920 When it comes to this is one unit, it's saying, well, 80 80 00:04:24,920 --> 00:04:27,350 how many pixels belong to that one unit. 81 81 00:04:27,350 --> 00:04:31,860 We are going to say 32 cuz that's the size of our individual sprites and 82 82 00:04:31,860 --> 00:04:33,810 then click on Apply. 83 83 00:04:33,810 --> 00:04:37,810 And that automatically makes it fit nicely into our tile palette. 84 84 00:04:37,810 --> 00:04:40,690 I'll do that for the other sprite sheet while I'm here and I remember. 85 85 00:04:40,690 --> 00:04:42,430 So I change that to 32. 86 86 00:04:42,430 --> 00:04:47,400 And if you grabbed the tile asset straight from our asset pack provider, 87 87 00:04:47,400 --> 00:04:51,660 you will need to make this 16 because those assets are 16 by 16. 88 88 00:04:51,660 --> 00:04:53,420 I've gone and increased the size. 89 89 00:04:53,420 --> 00:04:57,600 I've doubled the size of our assets that we'll be using, that I've provided for 90 90 00:04:57,600 --> 00:05:00,430 you, just so that we've got a little bit more fidelity on there. 91 91 00:05:00,430 --> 00:05:03,490 Okay, so, within our tile palette, the normal rule is you can scroll in and 92 92 00:05:03,490 --> 00:05:06,500 out and move around the same way you would in a scene. 93 93 00:05:06,500 --> 00:05:09,910 We're going to paint into our background scene a little bit more. 94 94 00:05:09,910 --> 00:05:11,140 We're gonna paint a background. 95 95 00:05:11,140 --> 00:05:14,130 Now, make sure your active tilemap is Background. 96 96 00:05:14,130 --> 00:05:16,420 If you're painting onto the foreground, 97 97 00:05:16,420 --> 00:05:22,150 then it will be physically painting on to this foreground tilemap layer here. 98 98 00:05:22,150 --> 00:05:25,390 If we're painting on a background, it will paint on there. 99 99 00:05:25,390 --> 00:05:30,500 Clicking on the individual tilemap itself doesn't change where you paint to, 100 100 00:05:30,500 --> 00:05:32,460 it's only over here that changes where you paint to. 101 101 00:05:32,460 --> 00:05:36,480 This is just inspecting it, it's not saying where we are painting to. 102 102 00:05:36,480 --> 00:05:38,440 So we're painting to the Active Tilemap background. 103 103 00:05:38,440 --> 00:05:43,260 We will click on the, let's see, we'll grab four of these. 104 104 00:05:43,260 --> 00:05:47,010 Go over into our scene and we can paint four of these wherever we like. 105 105 00:05:47,010 --> 00:05:49,100 Which is cool, we could grab these four and 106 106 00:05:49,100 --> 00:05:51,510 paint four like that and build it up manually. 107 107 00:05:51,510 --> 00:05:56,060 We could grab this entire area and that allows us to paint a big chunk and 108 108 00:05:56,060 --> 00:06:03,170 we can move it along and paint bit by bit or we can click on the filled box tool and 109 109 00:06:03,170 --> 00:06:07,980 then highlight all of our background which was nicely tiled and 110 110 00:06:07,980 --> 00:06:12,560 drag it all the way over our area and you can see it is tiled nicely and 111 111 00:06:12,560 --> 00:06:13,530 it feels out our whole background. 112 112 00:06:13,530 --> 00:06:15,960 If we wanted to, we could zoom the whole way out and say you know what, 113 113 00:06:15,960 --> 00:06:19,000 I think our level is going to be about that big. 114 114 00:06:19,000 --> 00:06:21,690 And then make a background for that entire area. 115 115 00:06:21,690 --> 00:06:26,470 I'm going to undo that for now, we don't need it to be all that size yet. 116 116 00:06:26,470 --> 00:06:29,780 You can see the white line is where our camera is currently viewing. 117 117 00:06:29,780 --> 00:06:32,665 If I click on main camera, you can see it in here. 118 118 00:06:32,665 --> 00:06:35,605 If you wanted to have a view that was a little bit more zoomed out then you 119 119 00:06:35,605 --> 00:06:37,435 could just increase the size of you camera. 120 120 00:06:37,435 --> 00:06:40,785 You can see the preview is being zoomed out and the window is being zoomed out. 121 121 00:06:40,785 --> 00:06:43,375 We'll spend a bunch of time on our camera a little bit later on. 122 122 00:06:43,375 --> 00:06:46,915 So for now, I'm just going to leave it at five and not worry just yet 123 123 00:06:46,915 --> 00:06:50,265 about how large I want my assets to appear on the screen. 124 124 00:06:51,950 --> 00:06:53,410 Now the next step in this process is for 125 125 00:06:53,410 --> 00:06:55,790 us to make some platforms in the foreground. 126 126 00:06:55,790 --> 00:07:00,980 I'm going to zoom out a little bit here and drag in my other sprite sheet. 127 127 00:07:00,980 --> 00:07:02,570 And again, you can see wherever I drag it, 128 128 00:07:02,570 --> 00:07:06,900 it'll literally place that sprite sheet with the layout in that spot. 129 129 00:07:06,900 --> 00:07:10,430 Click on tiles cuz it's creating our tile assets, wait for 130 130 00:07:10,430 --> 00:07:14,450 it to generate those and then we will see a range in our tile pallet here, 131 131 00:07:14,450 --> 00:07:18,550 we've got the exact sprite sheet all plugged in there nice and neatly. 132 132 00:07:18,550 --> 00:07:22,070 Now here's where you can rearrange your tile pallet a little bit, 133 133 00:07:22,070 --> 00:07:25,160 so that you can easily find things. 134 134 00:07:25,160 --> 00:07:28,820 You can see here, we've got these top areas, we've got a upper left, 135 135 00:07:28,820 --> 00:07:30,200 we've got a bottom left. 136 136 00:07:30,200 --> 00:07:33,930 The botton spots of our platform, so click on the top left and 137 137 00:07:33,930 --> 00:07:35,910 then I'll paint that in our scene here. 138 138 00:07:35,910 --> 00:07:38,990 Now you might have painted that and you don't know where it is hiding. 139 139 00:07:38,990 --> 00:07:42,550 I fiddled around with this a little bit, so this is now appearing on top. 140 140 00:07:42,550 --> 00:07:47,710 But we have an issue now where we need to tell our Tilemap 141 141 00:07:47,710 --> 00:07:51,450 layers how to render in relation to one another. 142 142 00:07:51,450 --> 00:07:53,050 So we've go our foreground and our background. 143 143 00:07:53,050 --> 00:07:55,780 If you have a look over her on the tarmac renderer, 144 144 00:07:55,780 --> 00:07:58,850 you can see there is a sorting order which is currently default and 145 145 00:07:58,850 --> 00:08:01,830 an ordering layer which is 0 on each of these. 146 146 00:08:01,830 --> 00:08:05,160 If I was to go and change the foreground to say 1, 147 147 00:08:05,160 --> 00:08:08,620 then it should appear over the top of the background. 148 148 00:08:08,620 --> 00:08:12,600 If I was to change this to -1 then it should appear underneath and 149 149 00:08:12,600 --> 00:08:16,450 I would only see that if I was to turn off the background and there they are. 150 150 00:08:16,450 --> 00:08:21,890 So it's one way to manipulate the order of your layers, we're gonna use a different 151 151 00:08:21,890 --> 00:08:26,790 way that I think has a lot more scalability, then that approach there. 152 152 00:08:26,790 --> 00:08:30,940 I want you to go up to Layers up in the top right of your screen, 153 153 00:08:30,940 --> 00:08:34,770 click on Edit Layers and here you'll see a few areas. 154 154 00:08:34,770 --> 00:08:38,440 You've got tags, we've used tags a little bit in the past and you can add new tags. 155 155 00:08:38,440 --> 00:08:43,350 That's good from within code to say, this thing is a such-and-such type, 156 156 00:08:43,350 --> 00:08:46,350 as a tag or such-and-such tag, not necessarily a type. 157 157 00:08:46,350 --> 00:08:47,830 And we've got sorting layers and 158 158 00:08:47,830 --> 00:08:49,850 that's gonna be the focus of what we want to do here. 159 159 00:08:49,850 --> 00:08:54,320 We've also got this nice and ambiguously named [LAUGH] layers. 160 160 00:08:54,320 --> 00:08:58,180 And for us, we're gonna be using these layers when it comes to collision and 161 161 00:08:58,180 --> 00:09:02,330 things to do with physics, to say what bumps int what. 162 162 00:09:02,330 --> 00:09:06,000 When it comes to displaying, to rendering, we're gonna be using sorting layers, so 163 163 00:09:06,000 --> 00:09:08,190 we're gonna go ahead and create a new layer. 164 164 00:09:08,190 --> 00:09:10,160 I'll call this Background. 165 165 00:09:10,160 --> 00:09:15,370 And then also create another layer which we will call Foreground. 166 166 00:09:15,370 --> 00:09:17,820 Now the strength of doing it this way, 167 167 00:09:17,820 --> 00:09:22,480 is that we can really easily rearrange the order of this, so if we get them wrong or 168 168 00:09:22,480 --> 00:09:27,560 if we wanna add a new layer then it is very, very easy just in this one place 169 169 00:09:27,560 --> 00:09:32,550 to change the sorting of everything that happens across our entire game. 170 170 00:09:32,550 --> 00:09:34,550 If I click on background, 171 171 00:09:34,550 --> 00:09:38,110 then we will see over here we've got the option sorting layer. 172 172 00:09:38,110 --> 00:09:41,510 We'll make this sorting layer as background and then over on foreground, 173 173 00:09:41,510 --> 00:09:43,690 we'll make the sorting layer as foreground. 174 174 00:09:43,690 --> 00:09:47,930 And because we've set up in our layers that the background 175 175 00:09:49,040 --> 00:09:52,800 is underneath the foreground, it has displayed it like that. 176 176 00:09:52,800 --> 00:09:56,010 So, whatever is on the bottom is gonna be displayed first. 177 177 00:09:56,010 --> 00:09:57,210 Now the next step in the process, 178 178 00:09:57,210 --> 00:10:00,350 I'm going to rearrange my tilemap, my tile palette just a little bit. 179 179 00:10:00,350 --> 00:10:03,020 Now I'll show you how to do that, so you can do that yourself. 180 180 00:10:03,020 --> 00:10:07,110 If we click on the Edit button here, right at the top of your 181 181 00:10:07,110 --> 00:10:10,130 tile palette is an edit button, very important to click on that. 182 182 00:10:10,130 --> 00:10:13,020 Now we can move things around in our palette. 183 183 00:10:13,020 --> 00:10:15,070 Basically, we can paint and copy and move. 184 184 00:10:15,070 --> 00:10:19,700 So we click on the Selection Tool, then click on the tile we're interested in. 185 185 00:10:20,730 --> 00:10:22,260 Click on the move tool. 186 186 00:10:22,260 --> 00:10:25,250 We can now drag and move this to another position. 187 187 00:10:25,250 --> 00:10:28,870 So it's a block that belongs on its own, just a one-piece platform. 188 188 00:10:28,870 --> 00:10:29,730 Put it over there. 189 189 00:10:29,730 --> 00:10:36,310 We can also click on these other kind of vertical pieces, 190 190 00:10:36,310 --> 00:10:39,940 move those to the side, get them out of the way, a little bit over there as well. 191 191 00:10:39,940 --> 00:10:43,430 And you can of course click Select, click Select, 192 192 00:10:43,430 --> 00:10:47,800 highlight a bunch of these and move them all together which is cool. 193 193 00:10:47,800 --> 00:10:52,162 So I will select my block in here, this will become apparent in a moment, 194 194 00:10:52,162 --> 00:10:53,244 move that aside. 195 195 00:10:53,244 --> 00:10:56,400 Okay, so I'm not gonna do too much more finessing with that. 196 196 00:10:56,400 --> 00:10:58,910 I will just get these guys out of the way, so 197 197 00:10:58,910 --> 00:11:02,230 that they are not in the way of what I am trying to do there. 198 198 00:11:02,230 --> 00:11:05,460 This last couple move them down into there, okay, 199 199 00:11:05,460 --> 00:11:08,160 you can spend a lot more time finessing this and laying it out if you want but 200 200 00:11:08,160 --> 00:11:10,110 I'm just gonna do it a little bit quick at the moment. 201 201 00:11:10,110 --> 00:11:11,120 What we do need to do, though, 202 202 00:11:11,120 --> 00:11:14,760 is figure out a way to be able to paint down all the pieces we need to paint down. 203 203 00:11:14,760 --> 00:11:17,370 We've got this top left corner, which we've already painted in there. 204 204 00:11:17,370 --> 00:11:19,790 Just gonna turn off Edit mode for the moment. 205 205 00:11:19,790 --> 00:11:25,890 I can then click the tiles next to it, these upper level areas. 206 206 00:11:25,890 --> 00:11:28,800 Click on the paint brush, select those and 207 207 00:11:28,800 --> 00:11:31,660 that will allow me to paint the top of my platform. 208 208 00:11:31,660 --> 00:11:35,400 Then clean things up a little bit by erasing these other ones down here. 209 209 00:11:35,400 --> 00:11:39,290 And then we've got our platform that has a nice corner on the side and 210 210 00:11:39,290 --> 00:11:40,590 a ledge we can run along. 211 211 00:11:40,590 --> 00:11:41,720 What do we do at the right here? 212 212 00:11:41,720 --> 00:11:43,330 Well we can do it two ways. 213 213 00:11:43,330 --> 00:11:48,670 One, we can, first of all, click on our tile, come in here, paint it. 214 214 00:11:48,670 --> 00:11:51,160 And then we can flip it within our scene. 215 215 00:11:51,160 --> 00:11:54,850 What do I mean by that is if you select the Select tool, 216 216 00:11:54,850 --> 00:11:57,010 click on the Select tool, click on your tile. 217 217 00:11:57,010 --> 00:12:01,692 This is now the instance in our scene, I can scale that using -1 and 218 218 00:12:01,692 --> 00:12:03,510 that will flip that tile. 219 219 00:12:03,510 --> 00:12:08,381 But the process of having to do that every single time we put that down in a scene is 220 220 00:12:08,381 --> 00:12:13,178 a little bit clunky, so the better way to do it is to click in our Tilemap, click 221 221 00:12:13,178 --> 00:12:18,280 Edit, click on the Select Tool, click on the tile piece we're interested in. 222 222 00:12:18,280 --> 00:12:21,030 Paint that down, it automatically changes to the paint brush. 223 223 00:12:21,030 --> 00:12:25,380 Click that down, go to the Select Tool again, click back on that piece. 224 224 00:12:25,380 --> 00:12:28,270 Now we can change the scale in here from 1 to -1. 225 225 00:12:28,270 --> 00:12:33,260 And that will flip that so that we've now got a platform that we can go and 226 226 00:12:33,260 --> 00:12:34,350 paint into our scene. 227 227 00:12:34,350 --> 00:12:38,530 So I'll click off Edit and click on the paintbrush, 228 228 00:12:38,530 --> 00:12:42,340 highlight all of those, and I can now place those into my scene. 229 229 00:12:42,340 --> 00:12:45,420 Likewise, I can do that by grabbing the bottom left corner. 230 230 00:12:45,420 --> 00:12:47,780 Need to click on edit again. 231 231 00:12:48,940 --> 00:12:51,790 Paintbrush, select the dropper tool. 232 232 00:12:51,790 --> 00:12:53,530 And then paint that down. 233 233 00:12:53,530 --> 00:12:57,080 Click back to the selection tool, click back on our tile piece. 234 234 00:12:57,080 --> 00:12:58,535 And change that to minus one. 235 235 00:12:58,535 --> 00:13:00,610 It's a little bit clunky to go through that process, 236 236 00:13:00,610 --> 00:13:03,510 but once you get your tile pallet setup, it's quite nice. 237 237 00:13:03,510 --> 00:13:06,600 Now we don't need to do the same to these top pieces cuz there are two bottom pieces 238 238 00:13:06,600 --> 00:13:12,030 in our sprite sheet here that we've got in our tile pallet. 239 239 00:13:12,030 --> 00:13:16,016 We do need to do it for the two on our left, so I'm gonna select, 240 240 00:13:16,016 --> 00:13:18,090 sorry eye dropper. 241 241 00:13:18,090 --> 00:13:20,700 Drag on those, paint over there, 242 242 00:13:20,700 --> 00:13:25,730 back to select and then change both of those at the same time to -1. 243 243 00:13:25,730 --> 00:13:30,600 And as a final step in this process, I'll create, I'll grab this middle piece and 244 244 00:13:30,600 --> 00:13:32,300 drag that into the middle. 245 245 00:13:32,300 --> 00:13:33,940 So I know exactly where it lies. 246 246 00:13:33,940 --> 00:13:36,270 There's a second middle piece in here that I've created just for 247 247 00:13:36,270 --> 00:13:37,580 a little bit of flavor. 248 248 00:13:37,580 --> 00:13:41,320 I will select that and then move it next to it as well. 249 249 00:13:41,320 --> 00:13:42,060 Okay, so there we go. 250 250 00:13:42,060 --> 00:13:43,430 We've got a tile pallet. 251 251 00:13:43,430 --> 00:13:45,220 We're paining now the foreground. 252 252 00:13:45,220 --> 00:13:48,020 I want you to go ahead as the last step in the challenge is just to create 253 253 00:13:48,020 --> 00:13:49,600 a couple of very simple platforms. 254 254 00:13:49,600 --> 00:13:52,420 Please don't over invest in this because we will be 255 255 00:13:52,420 --> 00:13:54,620 doing an automatic process soon. 256 256 00:13:54,620 --> 00:14:00,000 But for now, drop down a couple of little platforms. 257 257 00:14:00,000 --> 00:14:02,900 So that we can be creating the first steps of our platform. 258 258 00:14:02,900 --> 00:14:04,383 So if you do that I will see you back in a moment. 259 259 00:14:06,578 --> 00:14:09,548 Okay, I'm gonna place down a simple little platform in here and 260 260 00:14:09,548 --> 00:14:12,738 I'll speed up the video, so that it's nice and quick watching it and 261 261 00:14:12,738 --> 00:14:13,964 I will see you in a moment. 262 262 00:14:21,290 --> 00:14:22,230 Okay, there we have it. 263 263 00:14:22,230 --> 00:14:26,590 Very simple, kind of platform, ledge, run along, jump, run along, jump, so 264 264 00:14:26,590 --> 00:14:28,080 that we can get some shape for our level. 265 265 00:14:28,080 --> 00:14:31,590 You can see that I've used these little rounded corner pieces on the corner here, 266 266 00:14:31,590 --> 00:14:34,210 so that it looks a little bit more natural, how it flows. 267 267 00:14:34,210 --> 00:14:35,160 And that's it for this video. 268 268 00:14:35,160 --> 00:14:39,060 If you want to share a screenshot of what you've created, that would be fantastic. 269 269 00:14:39,060 --> 00:14:41,990 I look forward to seeing it and I look forward to seeing you in the next video 28007

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