You are seriously underrated. You cater to my experienced game programming side and my amateur pixel art passion. And the way you explain things is the way I think and like to learn. I would totally pay for detailed tutorials or assets from you. Thank you for the lovely content.
@nikosv72303 жыл бұрын
Become a patron!
@ShiloBuff3 жыл бұрын
@@nikosv7230 Good idea. Thank you!
@nikosv72303 жыл бұрын
Good call, every dollar helps small creators :^)
@prototype81373 жыл бұрын
How is he underrated? Its a youtuber guy making pixel art tutorials to sell a program called asperite.. i mean nothing new here. Typical. Although he does get into more detail than others. Cool vids but i dont see how its underrated. 40k + views is good.
@leocalder2 жыл бұрын
@@prototype8137 he’s most certainly underrated, and he’s not selling aseprite or promoting it.
@TheZenmaster5853 жыл бұрын
In case anyone was having the same issue I was trying to get the normal map to work, one crucial step that was omitted in this video was that when you import the normal map png you have to set the Texture Type to Normal Map rather than Sprite 2d. It won't give you any error when you attach it as a normal map when it's just a regular sprite, but it just won't do the normal mapping lighting effect.
@yvettenaomi3870 Жыл бұрын
for anyone who needs correct Z values (for 3D A* implementations for example) you can change the "Transparency Sorting Axis" for the 2D Renderer part of URP to "Custom" and change Z to -.26. it does some math and renders tiles at higher Z axes on top of those with lower!
@yanisgaultier69514 ай бұрын
thank you very much !
@justinwhite27253 жыл бұрын
I've been using unity for years (maybe even a decade now) and I learned 2 things. 1 - 'secondary textures' is huge. I would have had to create a custom shader to use normal maps without that. Fantastic. 2 - you can do math in the inspector!? 3- having the grass sit 'on top of' the base tile is a fantastic idea. I would have been dead set in making these full solid tiles.
@pi-or-die3 жыл бұрын
Found your channel recently and just wanted to say that this is really incredible content. You really teach how to *think* about the the problems and find solutions to them rather than just simple how-to tutorials. Good luck with your game!
@ironbard49013 жыл бұрын
Woah! That looks so clean and beautiful! I don't quite know how to describe it, but this is like seeing graphics from an alternate timeline, where 3D accelerated hardware never became a thing, and so 2D graphics progressed two or three decades further than in our own timeline. I want to try my hand at this in the not too distant future.
@cat-boy13572 жыл бұрын
By far the best videos on isometric. All of the channels that cover this topic, just kinda handwave away the textures. "Yeah, just import these textures I found. Mess around with these settings till it looks good." This video thoroughly explains not only the how, but the why as well. Quality work.
@t3ssel8r3 жыл бұрын
very cool process. bit scary how unintuitive some of the 2D tools are, but your explanations were clear, the results look great, and the lighting/shadow system works a lot better than I would have expected.
@AdamCYounis3 жыл бұрын
The 2D tools are definitely a minefield right now. I was pulling my hair out for 5 hours last monday on stream trying to figure out the right cocktail of settings to get this going. It's got a lot of potential, but the fact that it's such a closed system makes me feel like there's not much room for extensibility on our end. I'd love to have the shadows respect the tile z-axis, for example, but I think that'd require me to roll my own solution rather than expect to mod the shadow caster.
@clickchapman52403 жыл бұрын
Love this new format! Feels much more like a personal connection/teaching lesson rather than watching a Twitch VOD. Will be back for much more!
@frankeeeej3 жыл бұрын
Wow thats neat :D You can make it even more fancy by also drawing the lines between the bricks in the normalmap :)
3 жыл бұрын
This was brilliant! I just installed Unity and it looks so complicated and technical, tutorials like this help A LOT! Thank you!
@teggundrut2 жыл бұрын
This is my first time seeing your channel and omg you are amazing! I have been wanting to make a game for a while and I didn't have any ideas until I saw your isometric tutorial and now im binging you videos. Thank you for your great work! :)
@GabeWilliams3 жыл бұрын
I was…amazed when I saw what you could do with those isometric tiles and textures. I’m definitely going to have to try this out
@faycalbenlarbidelai55863 жыл бұрын
DUDE!?? I've always loved isometric games n wanted to make some but they always seemed haarder, but u really explain things way better n simpler making me wanna get on it! thanks man!
@ahnmichael14842 жыл бұрын
I have watched hundredsss of tutorials, and this is probably the best I have ever seen. Incredible structure, flow, demonstration, and execution 😭
@dotgrid Жыл бұрын
I couldn’t agree more. It’s absolutely brilliant. Thank you!
@vincebilotti83012 жыл бұрын
The most helpful video ive seen about isometric game dev i swear.
@LootGoblinPenny3 жыл бұрын
I love watching you work, especially when you're happy with something, your whole face lights up with a smile it's great. Keep up the great work, it helps a lot
@chimichuflis3 жыл бұрын
this really helped me a ton, this and the last isometric art video are so good, your explanations are really on point, im working on a simple isometric pixel art game engine on javascript and this videos are gold!
@JustGabe3 жыл бұрын
This is GOLD!!! This will seriously help my videogame to get more polished :D THANK YOU!
@toongloong Жыл бұрын
I wonder if you know how good our videos are... bro... these are so well thought and delivered. Masterclass material.
@Hersatz3 жыл бұрын
This is exactly what I needed. Thank you very much, good sir. Extremely underrated channel.
@nilsnoske64603 жыл бұрын
Ran into your videos a few days ago. You're honestly inspiring! Love to you! :)
@meepsterfgsltw56853 жыл бұрын
Thank you so much, your videos are easy to understand and are followable if the audience wants to do this themselves, as well as you are doing an amazing job on the textures and your game design!
@tyreldelaney3 жыл бұрын
These isometric videos are really great! I would love to see an isometric character video sometime 🙌
@monarchdrumandbass87002 жыл бұрын
So underrated! Incredible content and so well explained! Keep up the good work!
@bolic-473 жыл бұрын
These really cool things, man. It's like a new breath for isometric solutions. Thanks.
@gutsberserker54763 жыл бұрын
loving the slow pace. I was able to follow along and enjoy a cup of tea
@yasselesca Жыл бұрын
If someone has a problem with higher Z position tiles rendered underneath, go to the 2D Renderer Data and set the Transparency Sort Axis in Z smaller to 0, e.g. to "-0.5".
@giovannicesaramorim9adigan9615 күн бұрын
Got the same problem, just want to add that you also need to set the Y sort axis to 0 for some reason
@ohdahhoart3 жыл бұрын
Nice video! I have a question; how do you apply that normal map to more complex objects like pixel art trees, bushes, characters, etc? Or it just applies to the tiles? Have a nice day! :3
@zomk13423 жыл бұрын
This looks soo good :)
@danielwilkins11473 жыл бұрын
Holy crap soo good :)
@Bluequaz3 жыл бұрын
Subscribed. Don't know how I've never seen you, this was awesome!
@rxqueenalice2 жыл бұрын
this video has helped me numerous times in my tilemap journey. thanks so much!
@nikowolfwood Жыл бұрын
I'm designing a tile based game and this video is pure GOLD. Liked and subbed!
@maximilianomalvido2 жыл бұрын
Man, this is gold! Thank you so much for sharing 👏
@Anita0283 жыл бұрын
this is looking incredible... there's a really easy game to make with this tiles that is awesome, I highly highly recommend to take a look to snes Equinox, it's a puzzle dungeon with some action elements but the game is all about to find tokens inside of isometric dungeons.
@lordbrenno63543 жыл бұрын
Thanks for the tutorial man, I didn't even know Asprite had a normal's color setting. Keep up the good work
@zeleck3x3 жыл бұрын
Keep creating mate, you are really good at it, I love all of your materials!
@danielward97583 жыл бұрын
I love this! If you need any ideas for future isometric content, I think character sheets would be a cool focus point. Great content!
@jeanpablo10313 жыл бұрын
this series is incredibly amazing, I hope you continue!
@pantsurevolution Жыл бұрын
Fun fact: secondary texture in sprite editor must be named EXACTLY "_NormalMap", or light will not detect it.
@tobario9 ай бұрын
Just another Unity Quirk
@valsk019 ай бұрын
@@tobario make your own engine in c than. I do it and im 16 (not even that hard)
@tobario9 ай бұрын
@@valsk01 cool story bro.
@valsk019 ай бұрын
@@tobario ?
@リset8 ай бұрын
This literally just happened to me and I was stumped. THANK YOU 🙏🏻
@gsczo3 жыл бұрын
An isometric game like Bastion is veeeeery good, one of my favorite games.
@mio-xh1ln2 жыл бұрын
I wish I could put into words how thankful I am for your video !! keep it up, buddy :)
@BlaineSirius3 жыл бұрын
Dude. I love you. Literally answered all my questions in one vid. ✋👏💪
@el27463 жыл бұрын
Holy Fock, it looks super cool !!! Everytime i watch one of your videos i feel the need to draw pixel art too. Damn dude, nice video
@thigict3 жыл бұрын
Awesome sensei, you inspired me a lot :D !
@oscarlundin38423 жыл бұрын
One of the best ones yet! Keep up the good work!
@koalaaberhart74853 жыл бұрын
wouldn't it make sense to make the textures unshaded except for stuff like ambient occlusion and subtle details, so that the lighting is solely based on the normal map and thus more accurate?
@AdamCYounis3 жыл бұрын
I tried this, but decided that in this case baking some lighting into the texture was better than no lighting, as it's still a flat 2D scene, even with the normals. There's an element of charm you lose when the pixel art doesn't have the benefit of being shaded with detail. I can't explain, but give it a go yourself and let me know what you think :)
@Grynjolf3 жыл бұрын
I was curious about this as well, so it would have been cool to have shown the comparison.
@Manas-co8wl3 жыл бұрын
I mean my instinct says the best option is to have the best of both worlds. It really depends on how much we diverge our lighting workload on texture shading and normal maps.
@gorguliastone2 жыл бұрын
Adam, you're cool, and everything you do is just great!
@HawkranGeneral2 жыл бұрын
Make sure Sprite-Lit-Default is the material being used for your Tilemap Renderer component
@HawkranGeneral2 жыл бұрын
Lighting won't appear on your tilemaps otherwise
@oscarnak41972 жыл бұрын
@@HawkranGeneral thx you !
@arhontcorp.1782 Жыл бұрын
спасибо
@Illusionaire13 жыл бұрын
I would love to see this kind of technology taken to a more "fitting" aesthetic. Like the lights having only 4-5 shades and dithering. I always find jarring the "ultra smooth gradients" of lighting above the 2-3 color sprite/tilework.
@WyMustIGo3 жыл бұрын
I don't think it is possible for Adam to make a bad video. Keep up the excellent work!
@dafanofftwenty-onepilots44623 жыл бұрын
This is exactly the series I need right now (~^-^)~ Just one quick question! I'm seeing in a lot of your videos that when you export your sprites, the change is immediately updated into your unity. Do you just export it directly to the sprites folder in your unity project or what else do you do to achieve this? Thank you so much! Sorry if I don't know whether you have mentioned this somewhere in one of your videos.
@AdamCYounis3 жыл бұрын
Yeah! I just keep the aseprite files and the exported pngs in my sprite folder in the Unity Project
@penwheel69933 жыл бұрын
Really love these tutorial videos you've been doing
@Hersatz3 жыл бұрын
I've done a few test, and normal mapping is definitely a nightmare to do properly by hand. I understand now why people always says to bake these things through photoshop or freewares. Yet, even then, sprites are kind of sketchy to work with when it comes to normal textures. Normal mapping mostly uses details to make either pop in or out details whenever a light comes into contact with it. Creating shadows and depth in the seems of the sprite. As sprites even from 64x64 starts lacking in details, normal baking might create some artefacts or even create a normal map which isn't that much help at all. That being said, I did see someone uses normal baking for a huge pixel art tree and the final render was impressive soooo... that's that. Definitely something to try mastering out, if you believe your game can be enhanced with dynamic lights. Or just if you want to delve into normal mapping, which is used extensively in 3D modeling.
@michaeldamon75002 жыл бұрын
You are an excellent teacher :) Thank you
@Sliceoffrontpi33 жыл бұрын
Loving these isometric explorations!
@-geefius-5353 Жыл бұрын
As I am just watching this video without following along in Unity, I cannot test this, but, I would like to know: Are you able to change the angle at which the camera sees the tiles? If so, would you have to draw the tiles differently? If no, would it just be easier to do it all in 3d, just with a locked camera angle (i.e. still isometric)? To give a visual of the angle I'm thinking of, look up the game "Bleak Sword" or "Bleak Sword DX". I'm new to game dev, and definitely do not want to throw myself off the deep end trying to make complex games off the bat, but I would just like to have an idea of what I'd need to work towards/practice to get a similar angle and functionality to that game.
@chase.lemons3 жыл бұрын
How did you get into game development? Is it something you went to school for or just picked up and learned on the go? Love watching your work and I’ve learned a lot in the past week.
@xelmenguyzxlt55713 жыл бұрын
Thank you for listening to my suggestion ! I love isometric and your videos are great help
@santiagobeitia44732 жыл бұрын
I've learn so much and I have so many doubts at the same time, really cool! A recurrent one during de view was: If you can make the lights work dinamically, why shadowing the tiles? Why don't use the same color for all the faces and let unity do the rest? (It's helpful when you draw it, but you can have two textures, one to draw and "see it" and one for the game itself, right?) (sorry if I missed in any word, second language issues)
@リset8 ай бұрын
the music @ 13:40 is 🔥
@mayo85553 жыл бұрын
I looking for that URP in my package manager the whole time but i keep searching on the wrong name "Lightweight" then after I watch your video! OMG ! Thanks you so much !
@mmfarrell3 жыл бұрын
Great video, I didn't know Aseprite had normal map capabilities. I was curious what color pallete you are using on the left?
@kevinhocking35313 жыл бұрын
Great tutorial,, even better teaching. Thank you sir!
@MrHalomaster10003 жыл бұрын
I followed your tutorials, but for some reason it shows the tiles with a higher Z value as being below the tiles on Z = 0, and tiles with a lower value appear above 0. This makes placement really confusing. Any idea how I might fix this? Just to clarify, If I did the same thing you did at 15:40 in the video, the tiles show up under the blocks I place them on. - Thanks for the videos!
@kassarin2 жыл бұрын
Experiencing this issue as well... Higher Z values would elevate the tile BUT render the tile at the back. Edit: I have found a working solution. Under the 2D Render asset > General > Transparency Sort Mode > Set to 'Custom Axis' > Set the values to (0, 1, -0.26). It's kinda arbitrary and looks like a magic number, but it was what was suggested on the Unity manual (here: docs.unity3d.com/Manual/Tilemap-Isometric-CreateIso.html)
@kyonru2 жыл бұрын
@@kassarin is there any explaination for this?
@bigcaka77252 жыл бұрын
@@kassarin its just not working with 2d renderer. it works with no urp. idk what to do.
@christopherkarlsson49193 жыл бұрын
"This is the really cool thing" But everything before that was really cool!
@Aviiven3 жыл бұрын
awesome, only thing missing is normal maps on those tiles so they would pop out more with the lighting.
@hiiambarney44893 жыл бұрын
This may just get me interested in making an isometric game haha. Love it but I feel a bit restricted making isometric pixel art games... I feel like one can only aim to recreate Final Fantasy Tactics Advance as that is hands down the best isometric game in pixel art known to man!!!11!one!!eleven!
@tavisbragg36163 жыл бұрын
You are amazing. Great tutorials all around!
@geshtu17603 жыл бұрын
I had a lot of trouble getting shadow occluders working with Unity's URP and using a composite tilemap collider. I couldn't really see evidence of shadow occlusion in your example either. Did you happen to implement that and get it working? I'd be very interested to know if this is possible to do in Unity. Those shadows look really nice btw.
@Slu21123 жыл бұрын
im making a game like what u showed at the end, thanks alot for this videos they keepme going
@rikman813 жыл бұрын
Great video with loads of useful info - thanks!
@apollo933412 Жыл бұрын
Make sure to name your secondary texture "_NormalMap", otherwise it wont work. For whatever reason in my version of unity (2021.3.15) there was no dropdown with suggestions for the name-field of the secondary texture... :(
@raimanchannel33763 жыл бұрын
It's a very informative lesson!!! Thanks
@esoretal Жыл бұрын
this is amazing!! thank you so much!
@GeorgeKarala2 жыл бұрын
This Guy Is Pixelart GEM
@weckar3 жыл бұрын
Crazy question, perhaps: Once you use a normal map for your lighting, shouldn't you remove the drawn shading you already did?
@ErwanLeCun3 жыл бұрын
Awesome tutorial! Is there a way to set this up so that the tiles also cast shadows? It would make sense for the walls to cast shadows onto the floors behind them, etc. Thanks!
@dotgrid Жыл бұрын
I have the same question. I’d love to see how the walls could also cast shadows.
@blades5753 жыл бұрын
Neat. Any info on how it works to transition players between the tile map Z height?
@fyofyoriosity23503 жыл бұрын
super helpful, well explained, and really pretty~
@MichaelZesty3 жыл бұрын
THIS IS SO AWESOME I cant wait for more :3
@kopoflakes60093 жыл бұрын
Really cool and useful!
@voracdesign2 жыл бұрын
This looks great!!!
@Gmaaa Жыл бұрын
Best Tutorial 3d pixel
@Tacopool2 жыл бұрын
I know this Tutorial is a year old but just in case anyone is following along now and gets stuck on the .png bit where you import your tiles from Aseperite you need to make sure that Filter mode is on Point (No Filter), otherwise your pixel sprites will be blurry.
@gnipaheler Жыл бұрын
absolute legend
@jjhu79162 жыл бұрын
this is wonderful
@02HERO172 жыл бұрын
this was great and incredibly useful thanks!
@alecsciandra7053 жыл бұрын
just found this channel. I love u
@abdulkadirdursun60723 жыл бұрын
Another great video. Thank you.
@faus5853 жыл бұрын
Thank you so much for these videos!
@SpyteDesigns3 жыл бұрын
Thank you for the tutorial. Extremely helpful.
@aceoptixx3 жыл бұрын
Thanks for this amazing tutorial
@rohitpardhi39243 жыл бұрын
It's very helpful, thank you.
@MilanJ3 жыл бұрын
Just a purist nitpick but now the lighting is higher resolution than your pixel art textures. I wonder what it would look like if they render at the same scale and afterwards you scale the image up to get the blocky pixel art look.
@ElDonitazz3 жыл бұрын
will you make a tutorial on elevation collisions? ewe
@mystupidtheories65542 жыл бұрын
Hi im a new viewer and really appreciating what you are doing I am curious when you edited the textures it seemed as if you changed the texture on your tiles without having to rebuild your whole level, HOW thanks
@SirShrimpey2 жыл бұрын
Great vid, really informative. However, I've got one question. You are using Z offset for differentiating tile height on the same tilemap (tilemap set to individual mode instead of chunk), but why don't we achieve this via different tilemaps for different height levels? (this way you can set mode to chunk instead). It should be better for performance, potentially easier for setting up colliders and distinguishing between different layers in code.
@AdamCYounis2 жыл бұрын
It's been a while since I was working in an isometric project, but from memory I think this approach was less effective when creating levels with an arbitrary number of layers. If you keep it to 2-3, it should be fine.