Creating Multi-level Tilemaps: Action RPG in Unity Tutorial #4.5

  Рет қаралды 2,397

Night Run Studio

Night Run Studio

Күн бұрын

Пікірлер: 26
@PaalAas
@PaalAas 3 ай бұрын
Great vid like usual. Keep up the good work!
@NightRunStudio
@NightRunStudio 3 ай бұрын
Thanks!
@boxbrain
@boxbrain 3 ай бұрын
Great video, more of this!
@NightRunStudio
@NightRunStudio 3 ай бұрын
Thanks! Is it tilemapping stuff specifically that you want more of, or just action rpg stuff in general?
@10706BND
@10706BND 3 ай бұрын
@@NightRunStudio I cant speak for @boxbrain but me personally like just the RPG stuff. Doing different tile mapping is helpful and it is interesting how your doing the levels. But I am going to be curious on the questing, item equipping etc. I am using the Pawn instead of the knight because I want to harvest wood etc. and I want to be able to switch weapons.
@NightRunStudio
@NightRunStudio 3 ай бұрын
As long as people keep watching, I’ve got lots of ideas. Next I want to add a stat system, and then in the near future I want to add a ranged weapon. We’ll see what people want next after that.
@boxbrain
@boxbrain 3 ай бұрын
@@NightRunStudio ​​⁠I like RPG stuff in general, but I more specifically resonated with developing a system for building pseudo 3D worlds with tiles. I think few games have taken this to its full potential and I think this will become a more well-understood subject as more people make indie games with tiles and pixel art. The more content we have about different approaches of solving this problem, the more we can give gamedevs a head start on building complex worlds. I previously made a video on 2D houses with multiple floors.
@10706BND
@10706BND 3 ай бұрын
@@NightRunStudio oh I like the idea of a stat system. That will be exciting!
@kamm3021
@kamm3021 3 ай бұрын
Cool, thanks for working on this series it's very helpful
@NightRunStudio
@NightRunStudio 3 ай бұрын
Thanks for the comment! Always glad to hear the vids are helpful.
@Austin-if7ne
@Austin-if7ne Ай бұрын
This is awesome
@10706BND
@10706BND 3 ай бұрын
This was interesting to learn. I will saw, I found that going back and just going over the mountain and the grass sprites with the same sprites that are under it made more sense. I know its more tedious but it stopped the confusion of adding an alpha layer for me.
@NightRunStudio
@NightRunStudio 3 ай бұрын
Thanks for sharing the idea. Different approaches will work better for different people, so it's nice to hear how others are addressing this issue. Good luck with your project!
@10706BND
@10706BND 3 ай бұрын
@@NightRunStudio I just wanted to add. I Made the sorting laying a public variable in the code. This way you can adjust it for different heights. It was causing problems moving the player to different levels. when you were going up 3 or 4 tiers since the script just allowed it to do 10 to 15 then back to 10.
@NightRunStudio
@NightRunStudio 3 ай бұрын
That’s a good idea! I didn’t want the video to be too long, but it might have been nice to show how to expand more. Another way would be to further change the sorting order to higher numbers for each new layer. But your method sounds solid!
@10706BND
@10706BND 3 ай бұрын
@@NightRunStudio personally for me, especially for learning videos, I dont mind it being "long" i mean a lot of the time im watching and then rewatching, pausing etc. I get the format your going for and I dont mind it. But i dont think it will hurt if you go to 15 mins. I think you might find others enjoying it as well.
@NightRunStudio
@NightRunStudio 3 ай бұрын
@@10706BND That's helpful to hear. I often find that my more complex videos get fewer views, but at the same time, I would like to build an audience that is interested in slightly more complex approaches as well. Good to know those people are out there!
@veenix101
@veenix101 18 күн бұрын
How would you go about allowing ai or npcs to walk up and down stairs without falling off mountains?
@NightRunStudio
@NightRunStudio 17 күн бұрын
Great question. Unfortunately, there isn't a really easy way--this is why old games like Zelda: A Link to the Past didn't have enemies capable of climbing ladders and stuff. That doesn't mean there is no hope, it's just a bit of work. One option would be to toggle which layers your enemy collides with in the collision matrix. For example, whenever an enemy crosses a trigger on some stairs, you could turn off his ability to detect the mountain layer (while retaining his ability to detect the walls). You would need something like this: Physics2D.IgnoreLayerCollision(8, 9, false); Here, 8 would be the number of the enemy's layer, and 9 would be the mountain layer you want him to avoid. I hope that helps!
@HIDEY_RUNNYpigs
@HIDEY_RUNNYpigs 27 күн бұрын
For some reason I can only enter and exit 1 of the mountains is there a reason why that happens?
@NightRunStudio
@NightRunStudio 27 күн бұрын
There shouldn’t be… sounds like the triggers may be misfiring. It set some debug logs in your collision enter method to make sure the right methods are firing at the right time.
@HIDEY_RUNNYpigs
@HIDEY_RUNNYpigs 27 күн бұрын
@@NightRunStudio ok i'll try that!
@HIDEY_RUNNYpigs
@HIDEY_RUNNYpigs 26 күн бұрын
@@NightRunStudio Turns out I forgot to set them as triggers lmao
@NightRunStudio
@NightRunStudio 26 күн бұрын
@@HIDEY_RUNNYpigs Haha... that'll do it!
@redgen6485
@redgen6485 3 ай бұрын
Aren't you disabling collisions for everything? If so, looks like any enemy/NPC will be able to walk through walls as soon as the player goes up the stairs.
@NightRunStudio
@NightRunStudio 3 ай бұрын
The enemies will just have to follow the same rules as the player. That’s where the boundary comes into play-you still have a boundary around the mountain, just not on top of it. (Though admittedly, enemies won’t be able to toggle this themselves, but that’s pretty common in action RPGs).
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