Hi. I recently purchased and donated for both "Mine" tilesets. I love them and it is perfect for the game I am making. I was wondering if you had any tips for creating "scenes" that look more like what you have in your docs and pics. I saw your "How to" images but still don't understand how to make my level look more like the example levels. I'm talking about the main scene that the player walks on, not the background and foreground stuff. I also know how to make tilesets in Godot/Unity/etc but am not sure how to piece them together to make it look like a complete platformer game. Specifically, I don't understand how to make the black part of the examples platforms you have blend in well where there is just a pure black tile, if that makes sense. Any tips and tricks you have would be super helpful and appreciated! Thanks!
Hey, first of all, thank you, really appreciate your support! For sure, I'll try to put together some short tutorial/tips to achieve what you need. I'll get back to you
Hey, as I promised, here’s a brief tutorial on how to use it in Unity (for the 32p version).
Import 1_Mine_Tileset_1 into your project. In the Inspector, set the following:
Sprite Mode: Multiple
Pixels Per Unit: 32
Filter Mode: Point (no filter)
Compression: None
Use the Sprite Editor to slice the tileset into 32x32 sprites.
Open the Tile Palette (Window -> 2D -> Tile Palette) and create a new palette with a rectangular grid.
Drag all the sliced sprites from the tileset into the Tile Palette window. This will automatically create .asset files for each sliced sprite. After that, the sliced sprites should appear in the palette.
In the scene, create a Rectangular Tilemap (Right-click in the Hierarchy -> 2D Object -> Tilemap -> Rectangular).
You should now see the newly created Tilemap as a target in the Tile Palette. You can use this to paint the grid in the scene.
We’ve also added new standalone foreground tiles as you requested. Import them, set the correct Pixels Per Unit, Compression, and Filter Mode and then drag the standalone Tile to your newly created Tilemap next to other sliced sprites. Now you are ready to go and paint the solid color foreground. Refer to the latest devlog for more details.
Then, use the same technique for each separate tileset to add depth to your scene. I recommend to create create a separate Tilemap for each tileset in the Scene so they remain independent of each other. This allows you to move them around freely. Try it for yourself and see what works for you the best.
I hope this helps! If you need anything else, stop by our Discord - we’ll be happy to assist you.
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Hi. I recently purchased and donated for both "Mine" tilesets. I love them and it is perfect for the game I am making. I was wondering if you had any tips for creating "scenes" that look more like what you have in your docs and pics. I saw your "How to" images but still don't understand how to make my level look more like the example levels. I'm talking about the main scene that the player walks on, not the background and foreground stuff. I also know how to make tilesets in Godot/Unity/etc but am not sure how to piece them together to make it look like a complete platformer game. Specifically, I don't understand how to make the black part of the examples platforms you have blend in well where there is just a pure black tile, if that makes sense. Any tips and tricks you have would be super helpful and appreciated! Thanks!
Hey, first of all, thank you, really appreciate your support!
For sure, I'll try to put together some short tutorial/tips to achieve what you need. I'll get back to you
Thank you so much!
Hey, as I promised, here’s a brief tutorial on how to use it in Unity (for the 32p version).
1_Mine_Tileset_1
into your project. In the Inspector, set the following:Window -> 2D -> Tile Palette
) and create a new palette with a rectangular grid..asset
files for each sliced sprite. After that, the sliced sprites should appear in the palette.Right-click in the Hierarchy -> 2D Object -> Tilemap -> Rectangular
).We’ve also added new standalone foreground tiles as you requested. Import them, set the correct Pixels Per Unit, Compression, and Filter Mode and then drag the standalone Tile to your newly created Tilemap next to other sliced sprites. Now you are ready to go and paint the solid color foreground. Refer to the latest devlog for more details.
Then, use the same technique for each separate tileset to add depth to your scene. I recommend to create create a separate Tilemap for each tileset in the Scene so they remain independent of each other. This allows you to move them around freely. Try it for yourself and see what works for you the best.
I hope this helps! If you need anything else, stop by our Discord - we’ll be happy to assist you.
Very cool!
Thanks!