1
00:00:03,060 --> 00:00:07,380
In this show, we're setting up our rule tile rules, which is going to be super exciting.

2
00:00:07,380 --> 00:00:12,900
It's going to allow us to paint things into our world, to use rules, to say what tile should be placed

3
00:00:12,900 --> 00:00:16,200
in what particular square so that it looks nice and lovely.

4
00:00:16,200 --> 00:00:17,490
So let's get started.

5
00:00:17,520 --> 00:00:22,110
First step we need to go to package manager and search within the Unity Registry.

6
00:00:22,110 --> 00:00:23,760
Make sure you're selected on that.

7
00:00:23,850 --> 00:00:25,590
Might take a moment for it to think.

8
00:00:25,590 --> 00:00:26,010
Yep.

9
00:00:26,010 --> 00:00:26,610
Then it's cool.

10
00:00:26,610 --> 00:00:27,720
Search for tile.

11
00:00:27,720 --> 00:00:29,310
If you see in here tile map extras.

12
00:00:29,310 --> 00:00:31,590
That's where we can find the rule tile.

13
00:00:31,590 --> 00:00:33,120
I'm going to click install on that.

14
00:00:33,120 --> 00:00:35,130
It's kind of hiding over the edge a little bit.

15
00:00:35,250 --> 00:00:36,510
The install button.

16
00:00:36,510 --> 00:00:39,030
Now in the future, you might not need to install this.

17
00:00:39,030 --> 00:00:42,780
It might come standard with unity, but for now you need to do that.

18
00:00:42,780 --> 00:00:46,110
If you're not finding it, particularly if you're using an older version of unity, you might need to

19
00:00:46,110 --> 00:00:50,370
click on the cog, go to advanced project settings and enable the prerelease packages.

20
00:00:50,370 --> 00:00:54,870
Sometimes when the packages are still having the bugs ironed out of them, you need to go and enable

21
00:00:54,870 --> 00:00:55,320
that.

22
00:00:55,320 --> 00:00:56,460
But now we've installed that.

23
00:00:56,460 --> 00:01:00,600
What I can do is back onto my scene in my sprites folder.

24
00:01:00,600 --> 00:01:07,590
I'm going to right click and create 2D tiles and then you'll see now we've got rule tile that drops

25
00:01:07,590 --> 00:01:08,580
a rule tile in here.

26
00:01:08,580 --> 00:01:10,890
I'm going to rename that just simply rule tile.

27
00:01:10,890 --> 00:01:13,020
I'm just going to have one in my scene.

28
00:01:13,020 --> 00:01:16,140
So I don't need to give it anything more fancy than just calling it rule tile.

29
00:01:16,170 --> 00:01:19,230
Why have I got this in my sprites folder and not my tiles folder?

30
00:01:19,230 --> 00:01:23,520
Well, I'm going to be doing a lot of backwards and forwards with this particular sprite sheet in here.

31
00:01:23,520 --> 00:01:27,900
And so I want to have easy access to this rule tile, but in the sprites folder just means things are

32
00:01:27,900 --> 00:01:29,310
next to each other, which is handy.

33
00:01:29,310 --> 00:01:34,620
Now I need to actually place the rule tile on my palette so that I can use it in my world.

34
00:01:34,620 --> 00:01:39,060
I can't just click on this in my project directory and start trying to paint it around.

35
00:01:39,060 --> 00:01:42,750
It needs to be on a pallet and to do that I'm going to put it on the platform's palette.

36
00:01:42,750 --> 00:01:47,730
But you could, if you wanted to create a new palette that is just the rule tiles palette.

37
00:01:47,730 --> 00:01:50,040
If you wanted to do that, if you wanted to know exactly where it is.

38
00:01:50,040 --> 00:01:52,860
But I find switching between the palettes is a little bit of a pain.

39
00:01:52,860 --> 00:01:56,970
When you've got a small project like this, I'm just going to grab the rule tile and drop it right at

40
00:01:56,970 --> 00:02:00,360
the top and it looks like we've got something a little bit buggy that's got introduced into there.

41
00:02:00,360 --> 00:02:00,780
That's fine.

42
00:02:00,780 --> 00:02:02,250
We won't worry about the bug at the moment.

43
00:02:02,250 --> 00:02:02,550
Thank you.

44
00:02:02,580 --> 00:02:03,540
Unity for your bug.

45
00:02:03,540 --> 00:02:07,020
We've got our rule tile but I dropped it in but I can't see it.

46
00:02:07,020 --> 00:02:07,920
It's not in there.

47
00:02:07,920 --> 00:02:09,000
It's invisible.

48
00:02:09,000 --> 00:02:11,940
That's because we haven't given it a default sprite.

49
00:02:11,940 --> 00:02:16,560
So make sure you clicked on rule tile from down in your directory and then over on the inspector you

50
00:02:16,560 --> 00:02:20,790
can see we've got this default sprite, you can click the select button or you can just go to where

51
00:02:20,790 --> 00:02:26,130
you know the assets are and find what you want to have as the overall look for this and the default.

52
00:02:26,130 --> 00:02:28,890
If no other rules apply, then apply this one.

53
00:02:28,890 --> 00:02:32,670
It's going to grab one of my green grass, drop it into that little area there.

54
00:02:32,670 --> 00:02:35,880
Now our our rule tile has a look to it and blink in our palette.

55
00:02:35,880 --> 00:02:42,240
You can see that it appears if I click on the rule tile from the palette, jump over into my scene anywhere

56
00:02:42,240 --> 00:02:43,380
in here and just paint this down.

57
00:02:43,380 --> 00:02:46,560
You can see it's painting that one default tile that I've got.

58
00:02:46,560 --> 00:02:50,730
So once again, make sure you clicked on your rule tile over in the inspector.

59
00:02:50,730 --> 00:02:53,250
You can see that the tiling rules, the list is empty.

60
00:02:53,250 --> 00:02:56,370
This is where we're going to give logic to the rule tile click.

61
00:02:56,370 --> 00:03:02,370
Plus, we'll put in our first piece of logic, which will be, let's see, I'm going to find my empty

62
00:03:02,370 --> 00:03:06,000
kind of in the middle of things tile, which is this one in here.

63
00:03:06,000 --> 00:03:10,860
Also, if I show you my sprite sheet, it's this just plain color in there.

64
00:03:10,860 --> 00:03:14,220
I'm going to click and drag that over the top of the selection.

65
00:03:14,220 --> 00:03:16,650
And now you can see everything has changed color.

66
00:03:16,650 --> 00:03:17,490
So what do we want to do?

67
00:03:17,490 --> 00:03:21,570
Well, we want to have this tile be present when it's surrounded.

68
00:03:21,570 --> 00:03:27,450
So my little example in the palette over here, you can see that we've got something on the outside

69
00:03:27,450 --> 00:03:29,910
of this one tile just in the middle here.

70
00:03:29,910 --> 00:03:30,810
Let me click on that.

71
00:03:30,810 --> 00:03:33,690
This tile here, we've got something there, something there, something there and so on.

72
00:03:33,690 --> 00:03:40,620
So overall now rule tiles, you can click in the little grid and you can get an arrow which says, yes,

73
00:03:40,620 --> 00:03:42,600
there is something in that space.

74
00:03:42,600 --> 00:03:44,550
So you can see the arrows in the top left corner.

75
00:03:44,550 --> 00:03:49,470
That means that there yes, there would be another adjacent tile on the top left corner.

76
00:03:49,500 --> 00:03:53,520
Or you can turn that into an X that says, no, there can't be anything there.

77
00:03:53,520 --> 00:03:57,420
If there is no tile there, then this rule becomes valid.

78
00:03:57,420 --> 00:04:01,230
So what I'll do is just put an arrow all the way around the outside.

79
00:04:01,230 --> 00:04:03,300
Later on we'll see that we don't need these corner ones.

80
00:04:03,300 --> 00:04:05,130
But for now, let's do what makes sense.

81
00:04:05,130 --> 00:04:10,020
And it says if there's something surrounding this tile, then hey presto, this is the tile that it

82
00:04:10,020 --> 00:04:10,380
becomes.

83
00:04:10,380 --> 00:04:15,810
Just click back on the rule tile and if I go and paint up the top pair, you can see it's magically

84
00:04:15,810 --> 00:04:16,649
changing.

85
00:04:16,649 --> 00:04:17,370
What happens?

86
00:04:17,370 --> 00:04:21,870
It's saying, Oh, I think you want to have this particular tile based upon your rules.

87
00:04:21,870 --> 00:04:23,280
Okay, let's set up another thing.

88
00:04:23,280 --> 00:04:24,000
We'll do the corner.

89
00:04:24,000 --> 00:04:29,040
We'll do the top left corner, which corresponds to this particular tile up here.

90
00:04:29,070 --> 00:04:33,660
You can see we've got the corner in the top left is different at the corner in the bottom left, you

91
00:04:33,660 --> 00:04:34,710
could just do the same.

92
00:04:34,710 --> 00:04:38,310
But this top, the bit you jump on looks a little bit different.

93
00:04:38,310 --> 00:04:39,810
It's a bit more faded down the bottom.

94
00:04:39,810 --> 00:04:41,520
So we've got a top left and a bottom left.

95
00:04:41,550 --> 00:04:46,860
We've got these side ones, got the top ones, and all these ones here that have a solid edge on the

96
00:04:46,860 --> 00:04:50,700
left and the right is when you just have a single tile poking up in the air.

97
00:04:50,730 --> 00:04:55,380
Likewise this these ones are when you just have a single part tile poking left and right.

98
00:04:55,380 --> 00:04:59,160
So let's click on plus add a new rule and this new rule.

99
00:04:59,160 --> 00:05:00,780
What do we want the tile to be?

100
00:05:00,780 --> 00:05:01,890
Well, let's find.

101
00:05:01,980 --> 00:05:05,560
The very first one here, the top left corner dragged that on over.

102
00:05:05,580 --> 00:05:07,960
What are the rules for the top left corner?

103
00:05:07,980 --> 00:05:09,000
Let's have a think about that.

104
00:05:09,000 --> 00:05:12,330
So this top left corner here, there's no tile there.

105
00:05:12,330 --> 00:05:13,370
There's no tile there.

106
00:05:13,380 --> 00:05:14,280
That's a little bit misleading.

107
00:05:14,280 --> 00:05:16,140
As my cursor pretends there's a tile.

108
00:05:16,140 --> 00:05:17,550
Let me click on something that's not a tile.

109
00:05:17,550 --> 00:05:18,090
There we go.

110
00:05:18,090 --> 00:05:19,980
Nothing there, nothing there, nothing there.

111
00:05:19,980 --> 00:05:26,700
So let's go and put an X in the top left, an x right above and an x right to the left of it or left

112
00:05:26,700 --> 00:05:27,480
to the right of it.

113
00:05:27,480 --> 00:05:32,850
And then we do have a tile to the right, a tile to the bottom right and a tile below.

114
00:05:32,850 --> 00:05:35,880
So we'll put an arrow and arrow and arrow.

115
00:05:35,910 --> 00:05:38,850
Now there's not a tile here, but there might be.

116
00:05:38,850 --> 00:05:41,660
So in that instance we'll leave it blank because I'm not sure yet.

117
00:05:41,670 --> 00:05:45,150
Maybe if we were to paint a tile there, we still want this to be a corner.

118
00:05:45,150 --> 00:05:51,360
So if it's a doesn't matter whether there's a tile here or not, then you just leave it blank.

119
00:05:51,360 --> 00:05:52,350
As I've done there.

120
00:05:52,920 --> 00:05:55,500
Click back on the tile and make sure this works okay.

121
00:05:55,500 --> 00:05:55,650
Yeah.

122
00:05:55,650 --> 00:05:59,490
You can see as I paint one there, it currently doesn't have a tile to the right of it.

123
00:05:59,490 --> 00:06:01,830
That's why it's staying in that default shape.

124
00:06:01,830 --> 00:06:04,410
But as soon as I put a tile to the right, the rules apply.

125
00:06:04,410 --> 00:06:07,470
You've got nothing left, left, left, and you've got something.

126
00:06:07,470 --> 00:06:08,250
Right, right, right.

127
00:06:08,250 --> 00:06:09,330
So the right and the bottom.

128
00:06:09,330 --> 00:06:10,110
Right and the bottom.

129
00:06:10,110 --> 00:06:14,910
Now, something cool that we can do here instead of having to go through our whole flippy sequence we

130
00:06:14,910 --> 00:06:15,660
did last time.

131
00:06:15,660 --> 00:06:17,610
Which side note it seems to have broken itself.

132
00:06:17,610 --> 00:06:18,570
I'm not sure why.

133
00:06:18,600 --> 00:06:21,780
Might need to go in and reapply that because it's misbehaving.

134
00:06:21,780 --> 00:06:23,070
But I don't need to do that at the moment.

135
00:06:23,070 --> 00:06:25,080
We're going to transition in and rule tile.

136
00:06:25,080 --> 00:06:31,080
So most of this what we can do over here and say, well, this same rule I want to apply if this is

137
00:06:31,080 --> 00:06:34,080
in the top right as well so I can click on the rotation.

138
00:06:34,080 --> 00:06:38,640
So right in the middle you see there's a little gray symbol, it's a dot, then it goes to a curved

139
00:06:38,640 --> 00:06:43,770
arrow, a left or right arrow and up B down arrow, and then the up B downy and lefty right together.

140
00:06:43,770 --> 00:06:47,460
So the dot means just keep it as is the curve.

141
00:06:47,460 --> 00:06:48,810
Arrow means rotate.

142
00:06:48,810 --> 00:06:51,540
That means rotate 90 degrees, 99 degrees.

143
00:06:51,540 --> 00:06:55,950
So to do that the entire way around now you can see by doing that, we've got top left.

144
00:06:55,950 --> 00:06:57,030
Just click off this again.

145
00:06:57,030 --> 00:06:58,650
Top left is a corner.

146
00:06:58,650 --> 00:06:59,730
Top right is a corner.

147
00:06:59,730 --> 00:07:04,060
Also, if we go down the bottom here and say bottom left is a corner and bottom right is a corner,

148
00:07:04,070 --> 00:07:05,610
because that's what happens when you rotate it.

149
00:07:05,610 --> 00:07:08,580
You can get all this power just by adding one tile.

150
00:07:08,580 --> 00:07:13,170
You don't need to add all these rules all over again because it's rotating what the rules are as well.

151
00:07:13,170 --> 00:07:19,140
Now, I don't want it to apply to the bottom left and bottom right because we've got the this bottom

152
00:07:19,140 --> 00:07:19,770
corner.

153
00:07:19,770 --> 00:07:23,700
So in this instance, I'm going to do just a mirror on the x axis.

154
00:07:23,700 --> 00:07:27,300
If I was to click it again, it'd be mirror on the y axis, click it again, it'll be mirror on the

155
00:07:27,300 --> 00:07:29,760
X and Y and back to the dot.

156
00:07:29,760 --> 00:07:33,450
So just on the x axis, that means it's applying to the top of our corners.

157
00:07:33,450 --> 00:07:34,710
Now let's apply the bottom.

158
00:07:34,710 --> 00:07:39,540
So click on the plus again ad and then we will find what is the bottom left.

159
00:07:39,540 --> 00:07:42,810
I think this is the bottom left corner just here looking like that.

160
00:07:42,810 --> 00:07:47,280
So just a reminder that one just there you're looking for from your tile set, if you're using the same

161
00:07:47,280 --> 00:07:49,920
tile set as me, that is drag that on over.

162
00:07:49,920 --> 00:07:52,170
Now I will say what the rules are.

163
00:07:52,170 --> 00:07:53,490
Once again, we'll hop in here and find it.

164
00:07:53,490 --> 00:07:56,280
Well, there's nothing in these bottom pieces.

165
00:07:56,280 --> 00:08:04,320
So X, x, x, and then there is in the ones adjacent to it in the top, top, right and right.

166
00:08:04,320 --> 00:08:06,270
That should make our corners.

167
00:08:06,270 --> 00:08:06,470
Yeah.

168
00:08:06,480 --> 00:08:08,760
And then we'll do mirror on the X once again.

169
00:08:08,760 --> 00:08:10,410
That means over there it should be valid.

170
00:08:10,410 --> 00:08:13,980
If I jump in and just click on the rule tile, do a little bit of painting around.

171
00:08:13,980 --> 00:08:16,860
Yeah, it looks like it's all behaving itself pretty well.

172
00:08:16,860 --> 00:08:22,860
What's not behaving itself well just yet is you can see our bottom is not working, so we need to be

173
00:08:22,860 --> 00:08:24,420
applying the bottom tile.

174
00:08:24,420 --> 00:08:30,510
Our right isn't working, our lift isn't working and our top is well.

175
00:08:30,510 --> 00:08:36,270
It's kind of working, but not the way we want it to because it's just applying this green single square

176
00:08:36,280 --> 00:08:36,380
one.

177
00:08:36,419 --> 00:08:38,250
I think I might want to have a little bit of random.

178
00:08:38,250 --> 00:08:43,230
So it's sometimes green and sometimes blue because I've got both of those tiles in my tile set when

179
00:08:43,230 --> 00:08:45,150
we've just got this long flat platform.

180
00:08:45,150 --> 00:08:46,800
Let's see if we can figure that out.

181
00:08:46,800 --> 00:08:48,090
How to do some randomness.

182
00:08:48,090 --> 00:08:48,510
So we'll click.

183
00:08:48,510 --> 00:08:50,970
Plus again, I want to add a tile.

184
00:08:50,970 --> 00:08:56,970
This time we will change from output from single to random and in random.

185
00:08:56,970 --> 00:08:58,020
How many of these do we have?

186
00:08:58,020 --> 00:09:04,590
We've got one, two, three green pieces and we've got one, two of the blue pieces.

187
00:09:04,590 --> 00:09:08,790
So I'm going to change this to be five in terms of how many things we have.

188
00:09:08,820 --> 00:09:13,950
And you can see when we put it in there, it's got a whole bunch of blank spaces because it's randomly

189
00:09:13,950 --> 00:09:16,410
choosing between this rock and nothing.

190
00:09:16,410 --> 00:09:21,840
So let's go and grab in our other sprites, the other green sprites, one, two, three, and then a

191
00:09:21,840 --> 00:09:25,170
couple of blue sprites, one and two.

192
00:09:25,170 --> 00:09:26,610
Now they should all be filled in.

193
00:09:26,610 --> 00:09:29,250
So sometimes they're going to be green, sometimes they're going to be blue.

194
00:09:29,250 --> 00:09:31,740
You can do a little bit of additional randomness.

195
00:09:31,740 --> 00:09:37,170
So we could mirror on the X, which will make these tiles flip, which is kind of interesting to do.

196
00:09:37,170 --> 00:09:39,060
You can mirror them on the Y, which you don't really want to do.

197
00:09:39,060 --> 00:09:39,900
It makes them upside down.

198
00:09:39,900 --> 00:09:44,400
But if you wanted to get a whole bunch of additional randomness and variability in there, that's a

199
00:09:44,400 --> 00:09:45,180
cool thing to do.

200
00:09:45,180 --> 00:09:48,060
So we've got that our tiles are being placed in.

201
00:09:48,060 --> 00:09:51,270
Let's just see if we can draw a bunch and see if we get this random inverse.

202
00:09:51,270 --> 00:09:51,690
Random.

203
00:09:51,690 --> 00:09:51,900
Yeah.

204
00:09:51,900 --> 00:09:53,070
So we got a little bit of random.

205
00:09:53,070 --> 00:09:54,930
They're green, blue, blue, green, green, blue.

206
00:09:54,930 --> 00:09:57,000
Because we've got three greens and two blues.

207
00:09:57,000 --> 00:09:58,860
There'll be a little bit more green, but that's okay.

208
00:09:58,860 --> 00:10:01,760
There's a little bit of grass growing in our world and it's happening in a round.

209
00:10:02,110 --> 00:10:03,660
Way, which I quite like.

210
00:10:03,670 --> 00:10:05,020
Now we need the rules for this.

211
00:10:05,050 --> 00:10:06,380
Okay, so what's the rule?

212
00:10:06,400 --> 00:10:10,540
Well, when it's a top title, they'll definitely be nothing right above it.

213
00:10:10,540 --> 00:10:14,740
So an X there, there is going to be something below it.

214
00:10:14,740 --> 00:10:17,250
So that's pretty much all we need for the titles.

215
00:10:17,260 --> 00:10:19,690
Now, is there something to the left, maybe something to the left there?

216
00:10:19,690 --> 00:10:21,310
Maybe not sure yet.

217
00:10:21,310 --> 00:10:22,510
We'll figure that out as we go.

218
00:10:22,510 --> 00:10:25,750
As we add in more titles, you can see it's a little bit broken over here.

219
00:10:25,750 --> 00:10:28,450
So maybe we do need to add something saying that.

220
00:10:28,450 --> 00:10:30,040
Yes, there's something to the left.

221
00:10:30,040 --> 00:10:31,810
Yes, there's something to the right.

222
00:10:31,810 --> 00:10:32,260
Okay.

223
00:10:32,260 --> 00:10:33,070
It's nearly there.

224
00:10:33,070 --> 00:10:34,600
Oh, we don't have our side pieces yet.

225
00:10:34,600 --> 00:10:35,890
That's why it's looking a little bit funky.

226
00:10:35,890 --> 00:10:41,650
Our default piece is, is that grass that's white looking a little bit weird, but we're making good

227
00:10:41,650 --> 00:10:44,080
progress and we've still got a bunch more rules to set up.

228
00:10:44,080 --> 00:10:47,770
So I'm going to give this to you as a challenge to finish your rule tiles, finish setting up your rule

229
00:10:47,770 --> 00:10:51,040
tiles so that all the shapes and positions work and look good.

230
00:10:51,040 --> 00:10:57,130
And using your rule tiles create a couple of simple platformer layouts, just a couple of jumps and

231
00:10:57,130 --> 00:11:00,460
a couple of gaps to jump over to show that it all works.

232
00:11:00,460 --> 00:11:02,320
Maybe some single things up in the air.

233
00:11:02,320 --> 00:11:04,120
What I mean by that, they're the tricky ones.

234
00:11:04,120 --> 00:11:09,250
So a couple of these single things and a couple of single sideways things as well to make sure you get

235
00:11:09,250 --> 00:11:10,840
the top and the bottom on that.

236
00:11:10,840 --> 00:11:13,060
And just one quick thing before we start our challenge.

237
00:11:13,060 --> 00:11:17,170
The order that things appear in the list is the priority that they're given.

238
00:11:17,170 --> 00:11:22,000
So whatever is at the top will be the rule that's enacted first.

239
00:11:22,000 --> 00:11:26,710
So if you find that things aren't quite lining up, try dragging things up and down in the order just

240
00:11:26,710 --> 00:11:27,910
to see if that changes it.

241
00:11:27,910 --> 00:11:31,390
Putting it as a higher priority might fix whatever troubles you are having.

242
00:11:31,390 --> 00:11:34,480
Okay, so jumping into the challenge, see you back here when you're done.

243
00:11:36,630 --> 00:11:37,080
Okay.

244
00:11:37,080 --> 00:11:37,580
Welcome back.

245
00:11:37,590 --> 00:11:40,170
I've gone ahead and created all my rule tiles.

246
00:11:40,170 --> 00:11:45,020
Now, what I've found in the past is that people say to me, Oh, he went so quick through the rule

247
00:11:45,030 --> 00:11:45,870
tiles, what were they?

248
00:11:45,870 --> 00:11:46,830
How did you do them?

249
00:11:46,830 --> 00:11:51,780
And so what I've done is created a little screenshot here of my rule tile rules.

250
00:11:51,780 --> 00:11:53,880
I've given this to you as a jpeg.

251
00:11:53,880 --> 00:11:57,690
So this particular image here, so you can go through and see exactly what I've done.

252
00:11:57,690 --> 00:11:59,310
You can see what the rule tiles are.

253
00:11:59,340 --> 00:12:03,300
If you want to do this just on the video, then I'll hold it on that bit.

254
00:12:03,300 --> 00:12:06,000
You can pause and then we'll go down to this bit.

255
00:12:06,000 --> 00:12:10,920
You can pause and have a look at that and check what I've done, and then I'll jump down here and you

256
00:12:10,920 --> 00:12:12,330
can pause again.

257
00:12:12,330 --> 00:12:14,100
I think that captures it all.

258
00:12:14,100 --> 00:12:19,020
Just to note, there's a couple of places where you don't have to do randomness, but I did so I did

259
00:12:19,020 --> 00:12:24,900
some randomness on Let's See, on our flat with the grass top.

260
00:12:24,900 --> 00:12:26,850
We talked about that already in the video.

261
00:12:26,880 --> 00:12:31,200
I did some randomness on the bottom, randomness on the left, because these are things that I had multiple

262
00:12:31,500 --> 00:12:32,340
assets for.

263
00:12:32,340 --> 00:12:34,380
So I just drop those in so that we could do that.

264
00:12:34,380 --> 00:12:39,270
And also a little bit of randomness on the overall tile here, the middle tile in the middle.

265
00:12:39,270 --> 00:12:46,500
I just randomize between the straight up solid color and the solid color with the bumps on it.

266
00:12:46,500 --> 00:12:50,700
If you play around with a noise that just changes where the randomness appears, you can get some different

267
00:12:50,700 --> 00:12:51,390
looks if you like.

268
00:12:51,390 --> 00:12:53,280
Oh, that look wasn't quite right for me.

269
00:12:53,280 --> 00:12:55,980
Then you can play around with the noise to get some different looks there.

270
00:12:55,980 --> 00:12:59,700
Some other things I'll note is that I needed to drag up to the top.

271
00:12:59,700 --> 00:13:04,600
Let me get my image back for you so it's easier to see needed to drag all the way up to the top.

272
00:13:05,460 --> 00:13:12,060
This corner piece I found that made the most sense in terms of having that rounded corner piece actually

273
00:13:12,060 --> 00:13:13,050
show up that corner piece.

274
00:13:13,050 --> 00:13:16,800
I mean, is this one just in here, this rounded edge piece in here?

275
00:13:16,800 --> 00:13:18,180
I had to do a lot of drawing.

276
00:13:18,180 --> 00:13:19,890
What happens when I go up like that?

277
00:13:19,890 --> 00:13:26,010
Because there's a whole bunch of these rules for if you have something just sitting on its own and you

278
00:13:26,010 --> 00:13:27,110
can see this is the sitting on.

279
00:13:27,150 --> 00:13:28,920
So there's Xs all around the outside.

280
00:13:28,920 --> 00:13:31,890
What happens if something is just sticking out from the side like that?

281
00:13:31,890 --> 00:13:34,800
That's this piece just here with the Xs and the arrow.

282
00:13:35,400 --> 00:13:38,460
I've mirrored on the x axis for these ones.

283
00:13:38,760 --> 00:13:41,670
So that you see the same thing appears when we have it over on the right.

284
00:13:41,670 --> 00:13:44,550
Also, what happens if we have something sticking out of the top?

285
00:13:44,550 --> 00:13:45,660
That's this one here.

286
00:13:45,660 --> 00:13:50,850
And similarly, if we have just a pillar rising up in the air, that is that one here as well.

287
00:13:50,850 --> 00:13:53,550
Likewise the pillar on the horizontal.

288
00:13:53,550 --> 00:13:54,840
So we've got those things there.

289
00:13:54,840 --> 00:13:58,320
The one that I've got right down the bottom is this kind of middle padding stuff.

290
00:13:58,320 --> 00:14:02,880
Once you make a box all the way around the outside, then this one right in the middle here is going

291
00:14:02,880 --> 00:14:04,350
to be the catch all rule.

292
00:14:04,440 --> 00:14:06,030
Catch them right down the bottom.

293
00:14:06,570 --> 00:14:09,120
I think that's most of what I did in terms of the changes.

294
00:14:09,120 --> 00:14:13,080
A couple of little tweaks I put in this piece here, which is the has the solid top.

295
00:14:13,080 --> 00:14:16,830
Then just a couple of dots because I was finding there are a couple of places where we needed that.

296
00:14:16,830 --> 00:14:18,030
Where did that show up?

297
00:14:18,030 --> 00:14:18,600
Oh, there we go.

298
00:14:18,600 --> 00:14:19,800
This is this bit over here.

299
00:14:19,800 --> 00:14:24,180
So when I have just that little square in there, there's nothing above it.

300
00:14:24,180 --> 00:14:27,690
There's something to the right, there's something on the left, something below than I needed to have

301
00:14:27,690 --> 00:14:30,360
this particular tile in there.

302
00:14:30,360 --> 00:14:32,400
If I didn't have that, then it went a little bit weird.

303
00:14:32,400 --> 00:14:38,160
Or if that was dragged all the way down to the bottom, then it just placed in that weird, just straight

304
00:14:38,160 --> 00:14:39,690
up flat tile at the top.

305
00:14:39,690 --> 00:14:41,730
So I put this all the way second from the top.

306
00:14:41,730 --> 00:14:47,310
Now that gives that priority over our other rule, which is just our flat top platform rule.

307
00:14:47,310 --> 00:14:48,030
So there we go.

308
00:14:48,060 --> 00:14:49,170
That's all my rules.

309
00:14:49,170 --> 00:14:52,230
I'll give you that as a downloadable so you can see the image.

310
00:14:52,230 --> 00:14:55,020
You can also go to our repo for any of our lectures.

311
00:14:55,020 --> 00:15:01,440
Just a reminder and you can go and download or grab or clone this specific commit that I've made where

312
00:15:01,440 --> 00:15:02,700
I'll have all of my rules.

313
00:15:02,700 --> 00:15:06,000
So hopefully you've found that a fun experience.

314
00:15:06,000 --> 00:15:11,010
I love the fact that we can just slap down our platforms however we like, and I will see you in the

315
00:15:11,010 --> 00:15:11,670
next lecture.

