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In this video, we are gonna be
setting up our tile palette,
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creating a couple of tilemap
layers within our tilemap grid,
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and then painting a couple of layers
of tile information into our scene and
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creating a simple platform that might be
something that our character could run and
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jump on in the future.
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So let's jump in and
create our first tilemaps.
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If you don't have it on your screen
already, make sure you go to Windows and
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Tile Palette, to get the Tile Palette,
I've docked mine up here next to my scene,
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so it's nice cose in hand, you will be
using this a bunch in this lecture.
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I wanna give you a little bit of
an overview of the Tilemap Pipeline.
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We started out with our sprite sheet.
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We've sliced it up in the sprite editor.
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Next we need to create a tile asset.
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So each of these sliced sprites
will become individual tile.assets.
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And then we add those tiles
into a tile palette and
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from the tile palette, we can paint those
into our tilemap, which is our scene.
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And we can have multiple tilemaps
that act as layers that you can paint
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within and
then they can fit on top of each other.
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So that's the pipeline,
let's go in and actually create that.
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This is the flow we are going to
be going through in this lecture,
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in terms of creation.
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It's also the challenge for this lecture,
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feel free to complete this challenge
as we go along, pausing the video.
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Or watch the whole way through and
then complete it at the end.
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Create a foreground and
background Tilemap.
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Create your tile palette,
format the tile palette.
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So arrange the tiles if need be if you
want it to be a little bit neater and
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more arranged.
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And then paint a background and
a couple of simple platforms.
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That's what we'll be going through.
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Let's jump in and do that.
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Step number one is to right-click in the
hierarchy, go to 2D Object and Tilemap.
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That creates for us a grid.
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You can see this grid has
been placed within our scene
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that has a whole bunch of cells in it,
a la a grid, which is very cool.
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And underneath that,
it has our first tilemap.
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We're gonna rename
the tilemap to Background,
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right-click on Grid and
create a second Tilemap and
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I will call this one, you guessed it,
Foreground, Foreground.
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I'm also gonna rename our grid,
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just to be really clear here I'm
gonna rename this Tilemap Grid.
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So this is where all of our tilemaps will
live within this particular grid in here.
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The next step is for us to jump over our
Tile Palette and create a new palette.
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So right, sorry, sorry,
click on Create New Palette.
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I'm going to call this Manual Tiles
because in the future we'll have
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an automatic tile set up.
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So we'll call this Manual Tiles.
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That will all become
clearer in later videos.
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It'll ask us where we
would like to save this.
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I'm gonna create a new folder.
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Actually while I'm in here,
which is a Tiles folder and
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all things tiles I will drop in there.
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We tend not to have to
access the Tiles folder but
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it's good to know where they are.
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Okay, so now we have our Tiles
folder with our tilemap, sorry,
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our manual Tile Palette.
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This is a prefab, you can see down here.
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Next step is for
us to find our sprite sheet.
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We'll use the background one first and
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drag that into our tile palette and
it will ask us where we wanna save that.
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This is more tiles, so double-click
into Tiles, select that folder.
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It's generating these as tile assets, so
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it's converting or
creating from the sprite,
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it's creating actual tile assets,
you can see them in our tile palette.
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If you go into the tiles folder,
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you can see these as individual, I'll just
expand this a little bit, so we can see.
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Individual.asset file, so each of these is
now a tile file, a tile file as a .asset.
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There's a little bit of
information we can tweak on it.
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We can change its color tinting and we can
change its collider type, not a lot going
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on there but a little, bit of manipulation
we can do to each of these assets.
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Now, in the tile palette, this is where we
can do some cool stuff within our scene.
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If you were to click on the top left and
jump into your scene and
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start painting, then we are painting
these tiles into our scene.
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And you can see something
a little bit weird's going on.
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It is allowing us to create
one tile per grid square but
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the tile's not the right size.
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So we go back to our sprite sheet, which
we sliced up previously where it says,
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what is the pixels per unit?
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When it comes to this is one unit,
it's saying, well,
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how many pixels belong to that one unit.
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We are going to say 32 cuz that's
the size of our individual sprites and
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then click on Apply.
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And that automatically makes it
fit nicely into our tile palette.
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I'll do that for the other sprite
sheet while I'm here and I remember.
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So I change that to 32.
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And if you grabbed the tile asset
straight from our asset pack provider,
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you will need to make this 16
because those assets are 16 by 16.
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I've gone and increased the size.
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I've doubled the size of our assets that
we'll be using, that I've provided for
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you, just so that we've got a little
bit more fidelity on there.
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Okay, so, within our tile palette,
the normal rule is you can scroll in and
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out and move around the same
way you would in a scene.
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We're going to paint into our
background scene a little bit more.
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We're gonna paint a background.
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Now, make sure your active
tilemap is Background.
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If you're painting onto the foreground,
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then it will be physically painting on
to this foreground tilemap layer here.
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If we're painting on a background,
it will paint on there.
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Clicking on the individual tilemap itself
doesn't change where you paint to,
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it's only over here that
changes where you paint to.
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This is just inspecting it,
it's not saying where we are painting to.
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So we're painting to
the Active Tilemap background.
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We will click on the, let's see,
we'll grab four of these.
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Go over into our scene and we can
paint four of these wherever we like.
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Which is cool,
we could grab these four and
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paint four like that and
build it up manually.
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We could grab this entire area and
that allows us to paint a big chunk and
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we can move it along and paint bit by bit
or we can click on the filled box tool and
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then highlight all of our background
which was nicely tiled and
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drag it all the way over our area and
you can see it is tiled nicely and
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it feels out our whole background.
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If we wanted to, we could zoom the whole
way out and say you know what,
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I think our level is going
to be about that big.
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And then make a background for
that entire area.
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I'm going to undo that for now,
we don't need it to be all that size yet.
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You can see the white line is where
our camera is currently viewing.
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If I click on main camera,
you can see it in here.
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If you wanted to have a view that was
a little bit more zoomed out then you
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could just increase
the size of you camera.
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You can see the preview is being zoomed
out and the window is being zoomed out.
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We'll spend a bunch of time on
our camera a little bit later on.
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So for now, I'm just going to leave
it at five and not worry just yet
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about how large I want my
assets to appear on the screen.
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Now the next step in this process is for
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us to make some platforms
in the foreground.
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I'm going to zoom out a little bit here
and drag in my other sprite sheet.
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And again, you can see wherever I drag it,
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it'll literally place that sprite
sheet with the layout in that spot.
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Click on tiles cuz it's creating
our tile assets, wait for
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it to generate those and then we will
see a range in our tile pallet here,
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we've got the exact sprite sheet all
plugged in there nice and neatly.
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Now here's where you can rearrange
your tile pallet a little bit,
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so that you can easily find things.
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You can see here, we've got these
top areas, we've got a upper left,
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we've got a bottom left.
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The botton spots of our platform,
so click on the top left and
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then I'll paint that in our scene here.
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Now you might have painted that and
you don't know where it is hiding.
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I fiddled around with this a little bit,
so this is now appearing on top.
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But we have an issue now where
we need to tell our Tilemap
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layers how to render in
relation to one another.
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So we've go our foreground and
our background.
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If you have a look over her
on the tarmac renderer,
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you can see there is a sorting order
which is currently default and
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an ordering layer which
is 0 on each of these.
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If I was to go and
change the foreground to say 1,
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then it should appear over
the top of the background.
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If I was to change this to -1 then
it should appear underneath and
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I would only see that if I was to turn
off the background and there they are.
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So it's one way to manipulate the order of
your layers, we're gonna use a different
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way that I think has a lot more
scalability, then that approach there.
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I want you to go up to Layers up
in the top right of your screen,
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click on Edit Layers and
here you'll see a few areas.
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You've got tags, we've used tags a little
bit in the past and you can add new tags.
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That's good from within code to say,
this thing is a such-and-such type,
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as a tag or such-and-such tag,
not necessarily a type.
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And we've got sorting layers and
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that's gonna be the focus
of what we want to do here.
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We've also got this nice and
ambiguously named [LAUGH] layers.
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And for us, we're gonna be using these
layers when it comes to collision and
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things to do with physics,
to say what bumps int what.
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When it comes to displaying, to rendering,
we're gonna be using sorting layers, so
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we're gonna go ahead and
create a new layer.
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I'll call this Background.
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And then also create another layer
which we will call Foreground.
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Now the strength of doing it this way,
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is that we can really easily rearrange the
order of this, so if we get them wrong or
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if we wanna add a new layer then it is
very, very easy just in this one place
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to change the sorting of everything
that happens across our entire game.
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If I click on background,
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then we will see over here we've
got the option sorting layer.
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We'll make this sorting layer as
background and then over on foreground,
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we'll make the sorting
layer as foreground.
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And because we've set up in
our layers that the background
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is underneath the foreground,
it has displayed it like that.
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So, whatever is on the bottom
is gonna be displayed first.
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Now the next step in the process,
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I'm going to rearrange my tilemap,
my tile palette just a little bit.
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Now I'll show you how to do that,
so you can do that yourself.
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If we click on the Edit button here,
right at the top of your
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tile palette is an edit button,
very important to click on that.
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Now we can move things
around in our palette.
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Basically, we can paint and copy and move.
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So we click on the Selection Tool, then
click on the tile we're interested in.
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Click on the move tool.
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We can now drag and
move this to another position.
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So it's a block that belongs on its own,
just a one-piece platform.
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Put it over there.
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We can also click on these
other kind of vertical pieces,
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move those to the side, get them out of
the way, a little bit over there as well.
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And you can of course click Select,
click Select,
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highlight a bunch of these and
move them all together which is cool.
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So I will select my block in here,
this will become apparent in a moment,
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move that aside.
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Okay, so I'm not gonna do too
much more finessing with that.
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I will just get these guys out of the way,
so
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that they are not in the way of
what I am trying to do there.
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This last couple move them
down into there, okay,
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you can spend a lot more time finessing
this and laying it out if you want but
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I'm just gonna do it a little
bit quick at the moment.
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What we do need to do, though,
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is figure out a way to be able to paint
down all the pieces we need to paint down.
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We've got this top left corner,
which we've already painted in there.
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Just gonna turn off Edit mode for
the moment.
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I can then click the tiles next to it,
these upper level areas.
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Click on the paint brush, select those and
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that will allow me to paint
the top of my platform.
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Then clean things up a little bit by
erasing these other ones down here.
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And then we've got our platform that
has a nice corner on the side and
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a ledge we can run along.
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What do we do at the right here?
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Well we can do it two ways.
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One, we can, first of all,
click on our tile, come in here, paint it.
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And then we can flip it within our scene.
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What do I mean by that is if
you select the Select tool,
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click on the Select tool,
click on your tile.
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This is now the instance in our scene,
I can scale that using -1 and
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that will flip that tile.
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But the process of having to do that every
single time we put that down in a scene is
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a little bit clunky, so the better way to
do it is to click in our Tilemap, click
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Edit, click on the Select Tool, click
on the tile piece we're interested in.
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Paint that down, it automatically
changes to the paint brush.
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Click that down, go to the Select Tool
again, click back on that piece.
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Now we can change the scale
in here from 1 to -1.
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And that will flip that so that we've
now got a platform that we can go and
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paint into our scene.
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So I'll click off Edit and
click on the paintbrush,
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highlight all of those, and
I can now place those into my scene.
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Likewise, I can do that by
grabbing the bottom left corner.
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Need to click on edit again.
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Paintbrush, select the dropper tool.
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And then paint that down.
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Click back to the selection tool,
click back on our tile piece.
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And change that to minus one.
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It's a little bit clunky
to go through that process,
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but once you get your tile pallet setup,
it's quite nice.
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Now we don't need to do the same to these
top pieces cuz there are two bottom pieces
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in our sprite sheet here that
we've got in our tile pallet.
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We do need to do it for
the two on our left, so I'm gonna select,
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sorry eye dropper.
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Drag on those, paint over there,
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back to select and then change both
of those at the same time to -1.
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And as a final step in this process, I'll
create, I'll grab this middle piece and
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drag that into the middle.
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So I know exactly where it lies.
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There's a second middle piece in
here that I've created just for
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a little bit of flavor.
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I will select that and
then move it next to it as well.
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Okay, so there we go.
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We've got a tile pallet.
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We're paining now the foreground.
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I want you to go ahead as the last step
in the challenge is just to create
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a couple of very simple platforms.
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Please don't over invest
in this because we will be
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doing an automatic process soon.
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But for now,
drop down a couple of little platforms.
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So that we can be creating
the first steps of our platform.
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So if you do that I will
see you back in a moment.
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Okay, I'm gonna place down a simple
little platform in here and
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I'll speed up the video, so
that it's nice and quick watching it and
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I will see you in a moment.
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Okay, there we have it.
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Very simple, kind of platform, ledge,
run along, jump, run along, jump, so
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that we can get some shape for our level.
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You can see that I've used these little
rounded corner pieces on the corner here,
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so that it looks a little bit
more natural, how it flows.
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And that's it for this video.
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If you want to share a screenshot of what
you've created, that would be fantastic.
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I look forward to seeing it and I look
forward to seeing you in the next video
28007
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