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Original subtitles

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In this video, we are gonna be setting up our tile palette, 2

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creating a couple of tilemap layers within our tilemap grid, 3

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and then painting a couple of layers of tile information into our scene and 4

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creating a simple platform that might be something that our character could run and 5

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jump on in the future. 6

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So let's jump in and create our first tilemaps. 7

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If you don't have it on your screen already, make sure you go to Windows and 8

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Tile Palette, to get the Tile Palette, I've docked mine up here next to my scene, 9

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so it's nice cose in hand, you will be using this a bunch in this lecture. 10

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I wanna give you a little bit of an overview of the Tilemap Pipeline. 11

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We started out with our sprite sheet. 12

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We've sliced it up in the sprite editor. 13

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Next we need to create a tile asset. 14

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So each of these sliced sprites will become individual tile.assets. 15

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And then we add those tiles into a tile palette and 16

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from the tile palette, we can paint those into our tilemap, which is our scene. 17

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And we can have multiple tilemaps that act as layers that you can paint 18

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within and then they can fit on top of each other. 19

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So that's the pipeline, let's go in and actually create that. 20

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This is the flow we are going to be going through in this lecture, 21

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in terms of creation. 22

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It's also the challenge for this lecture, 23

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feel free to complete this challenge as we go along, pausing the video. 24

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Or watch the whole way through and then complete it at the end. 25

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Create a foreground and background Tilemap. 26

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Create your tile palette, format the tile palette. 27

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So arrange the tiles if need be if you want it to be a little bit neater and 28

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more arranged. 29

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And then paint a background and a couple of simple platforms. 30

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That's what we'll be going through. 31

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Let's jump in and do that. 32

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Step number one is to right-click in the hierarchy, go to 2D Object and Tilemap. 33

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That creates for us a grid. 34

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You can see this grid has been placed within our scene 35

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that has a whole bunch of cells in it, a la a grid, which is very cool. 36

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And underneath that, it has our first tilemap. 37

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We're gonna rename the tilemap to Background, 38

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right-click on Grid and create a second Tilemap and 39

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I will call this one, you guessed it, Foreground, Foreground. 40

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I'm also gonna rename our grid, 41

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just to be really clear here I'm gonna rename this Tilemap Grid. 42

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So this is where all of our tilemaps will live within this particular grid in here. 43

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The next step is for us to jump over our Tile Palette and create a new palette. 44

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So right, sorry, sorry, click on Create New Palette. 45

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I'm going to call this Manual Tiles because in the future we'll have 46

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an automatic tile set up. 47

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So we'll call this Manual Tiles. 48

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That will all become clearer in later videos. 49

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It'll ask us where we would like to save this. 50

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I'm gonna create a new folder. 51

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Actually while I'm in here, which is a Tiles folder and 52

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all things tiles I will drop in there. 53

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We tend not to have to access the Tiles folder but 54

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it's good to know where they are. 55

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Okay, so now we have our Tiles folder with our tilemap, sorry, 56

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our manual Tile Palette. 57

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This is a prefab, you can see down here. 58

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Next step is for us to find our sprite sheet. 59

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We'll use the background one first and 60

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drag that into our tile palette and it will ask us where we wanna save that. 61

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This is more tiles, so double-click into Tiles, select that folder. 62

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It's generating these as tile assets, so 63

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it's converting or creating from the sprite, 64

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it's creating actual tile assets, you can see them in our tile palette. 65

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If you go into the tiles folder, 66

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you can see these as individual, I'll just expand this a little bit, so we can see. 67

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Individual.asset file, so each of these is now a tile file, a tile file as a .asset. 68

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There's a little bit of information we can tweak on it. 69

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We can change its color tinting and we can change its collider type, not a lot going 70

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on there but a little, bit of manipulation we can do to each of these assets. 71

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Now, in the tile palette, this is where we can do some cool stuff within our scene. 72

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If you were to click on the top left and jump into your scene and 73

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start painting, then we are painting these tiles into our scene. 74

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And you can see something a little bit weird's going on. 75

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It is allowing us to create one tile per grid square but 76

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the tile's not the right size. 77

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So we go back to our sprite sheet, which we sliced up previously where it says, 78

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what is the pixels per unit? 79

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When it comes to this is one unit, it's saying, well, 80

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how many pixels belong to that one unit. 81

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We are going to say 32 cuz that's the size of our individual sprites and 82

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then click on Apply. 83

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And that automatically makes it fit nicely into our tile palette. 84

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I'll do that for the other sprite sheet while I'm here and I remember. 85

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So I change that to 32. 86

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And if you grabbed the tile asset straight from our asset pack provider, 87

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you will need to make this 16 because those assets are 16 by 16. 88

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I've gone and increased the size. 89

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I've doubled the size of our assets that we'll be using, that I've provided for 90

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you, just so that we've got a little bit more fidelity on there. 91

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Okay, so, within our tile palette, the normal rule is you can scroll in and 92

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out and move around the same way you would in a scene. 93

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We're going to paint into our background scene a little bit more. 94

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We're gonna paint a background. 95

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Now, make sure your active tilemap is Background. 96

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If you're painting onto the foreground, 97

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then it will be physically painting on to this foreground tilemap layer here. 98

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If we're painting on a background, it will paint on there. 99

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Clicking on the individual tilemap itself doesn't change where you paint to, 100

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it's only over here that changes where you paint to. 101

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This is just inspecting it, it's not saying where we are painting to. 102

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So we're painting to the Active Tilemap background. 103

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We will click on the, let's see, we'll grab four of these. 104

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Go over into our scene and we can paint four of these wherever we like. 105

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Which is cool, we could grab these four and 106

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paint four like that and build it up manually. 107

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We could grab this entire area and that allows us to paint a big chunk and 108

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we can move it along and paint bit by bit or we can click on the filled box tool and 109

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then highlight all of our background which was nicely tiled and 110

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drag it all the way over our area and you can see it is tiled nicely and 111

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it feels out our whole background. 112

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If we wanted to, we could zoom the whole way out and say you know what, 113

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I think our level is going to be about that big. 114

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And then make a background for that entire area. 115

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I'm going to undo that for now, we don't need it to be all that size yet. 116

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You can see the white line is where our camera is currently viewing. 117

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If I click on main camera, you can see it in here. 118

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If you wanted to have a view that was a little bit more zoomed out then you 119

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could just increase the size of you camera. 120

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You can see the preview is being zoomed out and the window is being zoomed out. 121

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We'll spend a bunch of time on our camera a little bit later on. 122

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So for now, I'm just going to leave it at five and not worry just yet 123

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about how large I want my assets to appear on the screen. 124

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Now the next step in this process is for 125

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us to make some platforms in the foreground. 126

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I'm going to zoom out a little bit here and drag in my other sprite sheet. 127

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And again, you can see wherever I drag it, 128

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it'll literally place that sprite sheet with the layout in that spot. 129

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Click on tiles cuz it's creating our tile assets, wait for 130

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it to generate those and then we will see a range in our tile pallet here, 131

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we've got the exact sprite sheet all plugged in there nice and neatly. 132

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Now here's where you can rearrange your tile pallet a little bit, 133

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so that you can easily find things. 134

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You can see here, we've got these top areas, we've got a upper left, 135

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we've got a bottom left. 136

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The botton spots of our platform, so click on the top left and 137

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then I'll paint that in our scene here. 138

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Now you might have painted that and you don't know where it is hiding. 139

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I fiddled around with this a little bit, so this is now appearing on top. 140

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But we have an issue now where we need to tell our Tilemap 141

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layers how to render in relation to one another. 142

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So we've go our foreground and our background. 143

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If you have a look over her on the tarmac renderer, 144

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you can see there is a sorting order which is currently default and 145

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an ordering layer which is 0 on each of these. 146

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If I was to go and change the foreground to say 1, 147

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then it should appear over the top of the background. 148

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If I was to change this to -1 then it should appear underneath and 149

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I would only see that if I was to turn off the background and there they are. 150

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So it's one way to manipulate the order of your layers, we're gonna use a different 151

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way that I think has a lot more scalability, then that approach there. 152

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I want you to go up to Layers up in the top right of your screen, 153

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click on Edit Layers and here you'll see a few areas. 154

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You've got tags, we've used tags a little bit in the past and you can add new tags. 155

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That's good from within code to say, this thing is a such-and-such type, 156

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as a tag or such-and-such tag, not necessarily a type. 157

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And we've got sorting layers and 158

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that's gonna be the focus of what we want to do here. 159

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We've also got this nice and ambiguously named [LAUGH] layers. 160

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And for us, we're gonna be using these layers when it comes to collision and 161

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things to do with physics, to say what bumps int what. 162

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When it comes to displaying, to rendering, we're gonna be using sorting layers, so 163

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we're gonna go ahead and create a new layer. 164

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I'll call this Background. 165

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And then also create another layer which we will call Foreground. 166

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Now the strength of doing it this way, 167

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is that we can really easily rearrange the order of this, so if we get them wrong or 168

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if we wanna add a new layer then it is very, very easy just in this one place 169

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to change the sorting of everything that happens across our entire game. 170

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If I click on background, 171

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then we will see over here we've got the option sorting layer. 172

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We'll make this sorting layer as background and then over on foreground, 173

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we'll make the sorting layer as foreground. 174

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And because we've set up in our layers that the background 175

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is underneath the foreground, it has displayed it like that. 176

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So, whatever is on the bottom is gonna be displayed first. 177

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Now the next step in the process, 178

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I'm going to rearrange my tilemap, my tile palette just a little bit. 179

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Now I'll show you how to do that, so you can do that yourself. 180

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If we click on the Edit button here, right at the top of your 181

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tile palette is an edit button, very important to click on that. 182

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Now we can move things around in our palette. 183

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Basically, we can paint and copy and move. 184

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So we click on the Selection Tool, then click on the tile we're interested in. 185

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Click on the move tool. 186

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We can now drag and move this to another position. 187

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So it's a block that belongs on its own, just a one-piece platform. 188

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Put it over there. 189

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We can also click on these other kind of vertical pieces, 190

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move those to the side, get them out of the way, a little bit over there as well. 191

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And you can of course click Select, click Select, 192

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highlight a bunch of these and move them all together which is cool. 193

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So I will select my block in here, this will become apparent in a moment, 194

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move that aside. 195

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Okay, so I'm not gonna do too much more finessing with that. 196

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I will just get these guys out of the way, so 197

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that they are not in the way of what I am trying to do there. 198

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This last couple move them down into there, okay, 199

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you can spend a lot more time finessing this and laying it out if you want but 200

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I'm just gonna do it a little bit quick at the moment. 201

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What we do need to do, though, 202

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is figure out a way to be able to paint down all the pieces we need to paint down. 203

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We've got this top left corner, which we've already painted in there. 204

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Just gonna turn off Edit mode for the moment. 205

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I can then click the tiles next to it, these upper level areas. 206

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Click on the paint brush, select those and 207

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that will allow me to paint the top of my platform. 208

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Then clean things up a little bit by erasing these other ones down here. 209

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And then we've got our platform that has a nice corner on the side and 210

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a ledge we can run along. 211

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What do we do at the right here? 212

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Well we can do it two ways. 213

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One, we can, first of all, click on our tile, come in here, paint it. 214

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And then we can flip it within our scene. 215

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What do I mean by that is if you select the Select tool, 216

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click on the Select tool, click on your tile. 217

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This is now the instance in our scene, I can scale that using -1 and 218

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that will flip that tile. 219

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But the process of having to do that every single time we put that down in a scene is 220

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a little bit clunky, so the better way to do it is to click in our Tilemap, click 221

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Edit, click on the Select Tool, click on the tile piece we're interested in. 222

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Paint that down, it automatically changes to the paint brush. 223

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Click that down, go to the Select Tool again, click back on that piece. 224

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Now we can change the scale in here from 1 to -1. 225

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And that will flip that so that we've now got a platform that we can go and 226

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paint into our scene. 227

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So I'll click off Edit and click on the paintbrush, 228

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highlight all of those, and I can now place those into my scene. 229

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Likewise, I can do that by grabbing the bottom left corner. 230

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Need to click on edit again. 231

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Paintbrush, select the dropper tool. 232

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And then paint that down. 233

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Click back to the selection tool, click back on our tile piece. 234

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And change that to minus one. 235

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It's a little bit clunky to go through that process, 236

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but once you get your tile pallet setup, it's quite nice. 237

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Now we don't need to do the same to these top pieces cuz there are two bottom pieces 238

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in our sprite sheet here that we've got in our tile pallet. 239

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We do need to do it for the two on our left, so I'm gonna select, 240

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sorry eye dropper. 241

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Drag on those, paint over there, 242

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back to select and then change both of those at the same time to -1. 243

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And as a final step in this process, I'll create, I'll grab this middle piece and 244

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drag that into the middle. 245

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So I know exactly where it lies. 246

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There's a second middle piece in here that I've created just for 247

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a little bit of flavor. 248

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I will select that and then move it next to it as well. 249

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Okay, so there we go. 250

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We've got a tile pallet. 251

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We're paining now the foreground. 252

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I want you to go ahead as the last step in the challenge is just to create 253

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a couple of very simple platforms. 254

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Please don't over invest in this because we will be 255

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doing an automatic process soon. 256

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But for now, drop down a couple of little platforms. 257

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So that we can be creating the first steps of our platform. 258

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So if you do that I will see you back in a moment. 259

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Okay, I'm gonna place down a simple little platform in here and 260

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I'll speed up the video, so that it's nice and quick watching it and 261

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I will see you in a moment. 262

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Okay, there we have it. 263

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Very simple, kind of platform, ledge, run along, jump, run along, jump, so 264

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that we can get some shape for our level. 265

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You can see that I've used these little rounded corner pieces on the corner here, 266

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so that it looks a little bit more natural, how it flows. 267

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And that's it for this video. 268

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If you want to share a screenshot of what you've created, that would be fantastic. 269

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I look forward to seeing it and I look forward to seeing you in the next video

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