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Thx a lot.
ОтветитьThank you!!
ОтветитьGreat idea! Could you make a tutorial to apply this idea for 2D isometric games? thanks
ОтветитьYOOOO I was making a low poly map maker in 3d with editor scripting (I wanna sell it as an asset) AND MY IDEA IS MOSTLY LIKE THIS!!!! Life saver!
One thing that is different, mine wont need an external app
Great tutorial even now. I have now used this to make the same for RuleTiles and it feels like magic with rule tiles.
Ответитьlaughs in tile palettes
ОтветитьDoes anyone know how this could be done with tilemaps? I'm making a top down dungeon crawler style game and it would be so useful to rapidly generate new levels. I could totally do tilemaps manually but I think the method in this video would work better if it could be applied.
Edit: Kalavian GD posted the answer in the replies, huge thank you to them
Wow!
Ответитьnoice xd
ОтветитьThis is the best unity channel
ОтветитьI made a level editor for my really cool 3D labyrinth game that I’m making for phones, I’m almost done with it and the cool part is I made it and my entire game with using only Visual Scripting
ОтветитьDownload the Scripts link doesnt work, please update
ОтветитьDoes this work with tilemaps?
ОтветитьThis idea could also be a way to store save data.
Ответитьthx brackey
ОтветитьFor Unity, is this still relevant in 2021? I mean, built-in the tile map tool allows you to draw the map in real time...
ОтветитьBrackeys Channel in Spanish?
ОтветитьHow would I use a tilemap, with this?
ОтветитьColorToPrefab why it doesn't work
ОтветитьI would love to later develop a simple but fun system of using colors for map generation.
One top down color for mountains and if possible, setting a certain spectrum of a RGB as a certain type of ground/object like a bridge or ground and anything in between could be either height or kind. Then use a shader code like your tutorial to fill it in.
Then for fun a secondary all around color that sets the depth to create mountains and cliffs in the background, then simply fill in the blanks from the top down perspective. And then finally from the player's level to the background's area.
Will most likely have to make it a grid system to enable and disable areas so the size doesn't cause performance issues or crashes the whole thing.
I really love it
ОтветитьFor anyone who may be struggling with colors exactly matching:
just treat each color as a Vector4 and make sure the distance is less than some small amount
//if colors are almost the same, treat the colors as equal
if (Vector4.Distance(mapping.color, pixelColor) < .01f){
}
then you can make a quick app in c# to paint and edit/manage a folder full of levels and point it at the folder unity is using so you can update it right from the app. limit it to a color pallete of only the colors you used for the level as well as the dimensions. would be sick.
ОтветитьMy character freezes when he passes over the junction between one box and Another, what happend?
ОтветитьI did this, but since the player is a prefab and is created at the start I cannot get the camera to follow the player.
ОтветитьWhat is the pixxel size for the boxes? because mine are 128x128, but when the level loads in they are too big and they overlap.
ОтветитьIn case anyone else is trying to do this for a 3d game, you still have to set the Texture Type to "Sprite (2D and UI)" or the values will be weird when parsing the image
ОтветитьIs the flexible with 3D, because to be honest . . . I actually have no idea how to use 2D.
ОтветитьCan I use this method for a 3d top-down game such as Archero?
ОтветитьTip: This is more useful than just placing objects. I use a certain color square to tell my player character which gun the level will use. If the level contains a white square, the player plays that level with a machine gun. If there is no white square it defaults to the shotgun.
ОтветитьWow! This is actually really helpfull! Im glad that you exist, but im sad that you left
ОтветитьWhat about a boss control script?
Ответить...
WAHHHHHHHH BRACKEYS IF U HAVE CHILDREN PLEASE LET ONE OF THEM TAKE OVER UR CHANNEL.
It's transparent, not transparrent.
ОтветитьOops!
We can't seem to find the page you're looking for.
Are you sure it exists? Try your luck on the old forum!
Doesn't exist there either? Give some angry looks at one of the forums staff members!
Image of the numbers 404
Brackeys, you have the biggest gamedev brain I've ever seen
ОтветитьI am not sure about how Texture class is implemented in Unity but I guess it is an array of height * width elements with the first dimension identifying vertical axis (y) and the second dimension identifying horizontal axis (x). In this case, it is way more convenient to loop over pixels along y and then along x (in the video it is vice-versa). Although this won't help a lot (maybe at all) with small images but it will definitely help with bigger images (depends on your system). This happens because every time you access memory, the nearest data is copied to your CPU cache. If your image is big enough in width, looping along y axis and then x axis means that everytime you copy a lot of data to your CPU cache and not use, instead you go load data from your RAM. On the other hand, if you loop along y axis and then x axis, everytime you get a value for a pixel, the closest points (the ones that you will access next) are copied to your CPU cache which is much faster than RAM.
I hope I achieved in explaining the basic idea. For more information you can read about it on internet, the name of the thing is spatial locality.
May i suggest to rename this video into
"How to make a LEVEL GENERATOR in Unity" ?
Because I expected, that we will create an editor script to build the levels inside of unity, not in photoshop :)
But anyway, thank you very much for this video an all the others, which helped me a lot to learn game developement!
You explain so clearly, you inspired me to become a game developer
ОтветитьWould you use the same method for an isometric or hexagonal tilemap?
ОтветитьUseful!
Ответить3D level editor?
Ответитьhow do you think this would work to create a road map for a city? how would it behave with diagonal roads :O
Ответитьthe first problem.. how are u gonna put ur lv while its exported
ОтветитьHow I can make this script for 3d?
ОтветитьDo you think this would be a good pairing with the tile map tutorial you did later? I could imagine expanding the colors used to match with all your tiles and then using this method to make much larger maps much faster.
ОтветитьI had issues with [if (colorMapping.color.Equals(pixelColor)){}] not working when I had other colors besides pure black. I switch to use [ if (ColorUtility.ToHtmlStringRGB(colorMapping.color) == ColorUtility.ToHtmlStringRGB(pixelColor)){}] and is working much better for me.
Ответитьi've tried something like this before only my player would literally just jump around on the pixels
ОтветитьUnity Documentation? More like Brackeys
Ответить