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Welcome back my fellow game developers.

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And as you can see for the first time,

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instead of go moving forward,

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we've moved back and we no longer have a background.

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We just have this weird world in front of us.

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Don't worry about it.

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We have the right tools to solve this problem.

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So as you can see right now,

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we not only have a background,

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but we can draw our own background.

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I can add whatever I want.

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I want to add this one and our world.

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Nope way.

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I'm going to add this one and it's currently not perfect, but it works.

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So I'm going to, for example,

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at this one and let's make it on the ground.

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There you go, with some blue space behind it,

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but no worries, we will be fixing that later on.

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But for now, let's understand how we convert

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sprites and to tile assets into bile pallets,

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into drawing them on the screen,

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as you can see, extremely professionally.

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So let's not waste any more time.

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And let's get started.

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Oh, okay, So now we have a solid player,

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we have a solid enemy.

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We have bullets, we have layers,

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We have effects, we have animations, we have everything.

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What we don't have is the control over the creativity of our game.

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So currently everything that we've created is just on this background.

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It's good enough.

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We have the box gliders,

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we have all of the limits on it,

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but it's not enough.

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What if we want to create our own level?

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Obviously, we can't just go looking for different backgrounds.

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This is what we'll do in this video and in this entire section.

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Now, let's click on the tile set.

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I've created a folder inside of the sprites called the pile set.

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I'm going to go into the resources and I'm going to use the catacombs.

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Obviously, if you want to use a different tile set,

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I do recommend that you go do some research on open game art and add your own.

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So there we go.

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Now we've added the folder.

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If I open this up or maybe I should open it up from here and show you a couple of things.

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So you can see that we have these candles,

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we have a sprite.

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Here you go. You can see this is the sprite.

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It's exactly the one that's used in the background.

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And actually I've created one,

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then used a screenshot and made it a background.

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But now we'll learn how to use these squares in order to create a map.

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We also have the decorations,

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and I've left you,

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let's say screenshots or pictures and

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the resources that you can check out and see how the world is created.

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So without any further or do,

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how are we going to do this?

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The first thing is we're going to go into the window.

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We are going to go into 2D.

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And you can see right here that we have something called the tile palette.

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So I'm going to click on this and I'm going to add it in here.

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And what is the Tile Palette?

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Well, it's the tool that Unity has that will allow us to draw different kinds of,

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let's say these sprites or the tiles or the tile assets.

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And maybe you're confused.

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What are we going to do?

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How are we going to convert this picture right here and two tiles and start joining?

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Well, let me explain using my nifty laser.

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So first thing we have the sprite sheet.

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You've seen this, you've noticed while I was showing you we have the sprite sheet.

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What we'll do is we're going to cut the spreadsheet up.

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And we are going to have slices of this sprite sheet.

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After we have the slices,

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what we'll do is we are going to convert them into tile assets.

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And after converting them into tile assets,

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we are going to have them in our tile palette.

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So you just solve the tile palette that I've added just now.

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You'll also see it in just a bit when we convert our sprite and to this one.

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And finally, we'll draw them and add the enemy and create all sorts of cool things.

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So before I continue on,

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I just want to show you the challenge right now.

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I shouldn't, but I will because there is the first step in here which is

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important what other sprites and tile you choose to use for your gain.

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So if you don't like the catacombs,

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maybe it's not your style,

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it's not part of your game.

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Maybe you have different players enemy is you need a different environment.

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I do recommend that true.

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Go look for 2D sprites.

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Maybe have, I don't know,

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some futuristic sci-fi city.

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Maybe you can create your own if you're that good,

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then you need to size them up.

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And finally added to the Tile Palette and create your new set.

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I'm not going to say pause the video because there you go.

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It's pretty simple.

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This is the instructions of the challenge.

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I'm going to do it in front of you.

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So first thing first,

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we need to slice up this tile map.

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And this is a bit of a tricky thing to do because sometimes you don't get

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the best quality and you'll need to

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determine how much or what is the size of these slices.

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So if I try to do automatic,

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There you go, you can see it is kind of sliced,

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but I cannot add, for example,

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one part of this or a small square from these pieces.

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So what I'll have to do is I'll have to go ahead

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and choose instead of automatic grid by cell size.

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And I'm going to use,

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Let's first of all try 64 by 64.

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When I slice this, there you go.

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You can see now we have adequate slices,

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but they are not good enough because let's say I want to draw this,

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I need to pick these four slices and you see that this one is not alone.

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I'll have to choose these two.

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So we need to make it even smaller.

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And I know the size.

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It should be, I believe, 16 by 16.

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And if I slice it up, There you go.

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You can see that I have a lot more control over how all of this works.

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And you can see how this one is sliced up,

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how all of these are sliced up.

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They are good enough,

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not perfect, but they are good enough,

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I believe maybe if you have the skills,

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you can go ahead and added them yourself.

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See what works, see what doesn't.

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But I do recommend you keep all of them 16 by 16 and you'll see why in just a bit.

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So I'm going to apply this.

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And obviously if you downloaded your own sprites,

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then you will have to, of course,

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find your own size of slicing.

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And for some reason today unity is extremely slow.

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So I've applied the changes,

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I've sliced everything up.

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So now when I go out from the Sprite Editor, there you go.

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You can see all the tiles.

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Now, what is the next step?

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The next step is to go ahead and add them to the Tile Palette.

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So now we have sliced up everything.

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The next step is to create the tile assets and have them in the Tile Palette.

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So what I'm going to do is I'm going to pick

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these sliced up Sprite and I'm going to drag it into the nothing.

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We need to first of all, create a palette.

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So what will be the palette name?

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Let's just call it the main catacombs.

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Catacombs, that's how we write catacombs create.

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Where should we create this?

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Well, you can add it either in the sprites

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or you can go ahead and create a new asset in here,

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which will be the file set or tile palette or whatever you wanna call it,

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enter, select the folder,

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and there you go.

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Now you can drag this.

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So you can drag the entire image,

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so drag it into the tile palette right here.

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Where do you want to save it?

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Of course, this is also your choice,

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but I will do is I'll go into the tile set in here,

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and I'll call this the File Assets folder.

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And let's just keep it in the sprites because we have already ignored it.

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And I think it's better to ignore

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the tile sets because already they are dependent on the sprites.

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So it depends on you.

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Maybe if you want to keep them,

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if you want to allocate a bit more resources in your commits,

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I recommend you do that.

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If not, I'm going to select this folder.

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And now you can see that the sprites are being converted into tile assets.

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So I'll use the power of editing and I'll do this in a second.

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Oh, okay, welcome back.

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So now we have everything set up.

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If I make this tile palette a bit bigger, there you go,

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you can see all of the sprites that were initially here are right now.

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Here.

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Now, you may have encountered a lot of problems here,

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especially if you try to do something different than 16 by 16,

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you'll notice that they are all on top of each other.

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It's a bit of a tricky thing to get a hold on.

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What I recommend is always have all the sprites sliced

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up the same size so you don't have any confusion and drag the entire image,

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not every single 11 by one.

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So now we have this.

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How do we start drawing?

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Well, you can see that we have a palette,

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we have the assets,

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but the active file map is nothing.

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So what we're going to do is I'm going to right-click in

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here and I'm going to go into the 2D object.

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So I've chosen the hierarchy to the objects,

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and you can see that I have the option to create a tile map.

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And I have many options.

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I can create isometric,

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rectangular x, ordinal, and et cetera.

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But I'm going to do is create a rectangular shape pile map.

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And you can see immediately that I have an active tile map right here.

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And what I can do is I actually can duplicate this and have a second tile map.

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And I can call it, for example, the ground.

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And I can call this one the walls.

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And now I can choose between walls and the ground.

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And why is this important?

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Because later on we will need different levels to our game.

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You'll see that in the next video when we start adding colliders and et cetera.

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But for now, what we're going to do,

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we're going to save the sample scene.

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And I'm going to go into the scenes folder.

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And you can see this is the sample scene.

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I will call this the maybe test

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one or something or you can call it level one, whatever you want.

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I'll call it the best one.

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It will ask us to reload.

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Reload. I'm going to I'm not sure.

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Let's keep the grid right here.

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And I'm going to duplicate that one.

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So now we have this tool.

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Let's go into test2.

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You can see the name of the scene change appears,

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so it was test one.

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Now it's two.

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I'm going to delete the background.

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So now we have the player and the skeleton just floating in mid air.

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And now what we're going to do is I'm going to select the grid,

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I'm going to choose the ground for now.

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Let's keep everything on the ground and I'm going to start drawing.

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So what should we use as the ground?

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You can see that this is the,

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and I recommend that you go look through the images.

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I have left you the examples that you can follow.

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But for now, first thing first is we are going to draw the ground.

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We can choose from one of these now,

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obviously it's not very right. But no worries.

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Let's talk about a couple of tools that we have in here.

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So first of all, whenever you want to pick,

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make sure that you know which tile map you're on.

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You'll know why in the next video.

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Why is this so important?

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Choose one of the tiles.

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So I'm going to choose these four.

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And now you can see that I can simply click in here,

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but they are very small.

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So what we always do,

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we'll go to the tile set,

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will go to the image that we've used.

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And we are going to end the Inspector. Let's make it 50.

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Apply the changes.

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Let's see how big that becomes.

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Okay, so it's not enough.

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Let's make it 16.

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Apply the changes and these should fill up the entire square.

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Okay, there we go. So we change the pixel per size.

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Pixels per unit, maybe even be,

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we should make them even bigger because you can see right here,

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there is a small thin blue line which we don't want.

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So let's make it around 15.

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Apply the changes.

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And there we go.

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So now we don't have any more of these outlines.

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Okay, great.

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Let's make sure that they are point filter apply.

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So they will become much more crispy.

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Okay, there we go. Now back in the Tile Palette, Let's zoom out.

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What do we have in here?

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We have the ground,

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we have the different tiles,

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and we have the tools appear.

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So if you hover over them,

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you can see what each of those tools mean.

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This one for the select,

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this one can be used for the move.

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But the most important three,

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I believe, is the paintbrush.

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So the paintbrush, how does it work?

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So for example, whatever you want right here,

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you get the paintbrush and now you can paint it on

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your scene right here between the squares.

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For example, you can use also this paint, a filled box.

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So what you can do is you can choose one of those or you can choose multiple obviously.

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And then you can create this kind of look,

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can create this whole map using this one.

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So it's a very powerful tool to draw faster.

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So there you go, you can see,

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you can create a lot more,

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a lot faster, but it's not very precise.

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Then what else do we have?

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We have the peak or marquee select.

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I've never used it honestly,

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the flood fill never used it.

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And the arrays, which is very important.

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So how do you do this?

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You've just like the arrays and if you want,

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you can choose a big square,

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select the eraser, and there you go,

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you can remove everything.

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So with that done,

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I hope you understood what we did.

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I hope you understood how we converted from the sprites to the slice,

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to the tile assets,

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to the Tile Palette.

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And finally how we are creating the tile map.

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But for now, I'm going to leave you to your own creativity.

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So pause the video right now and try

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to create a pile or tile map or any map that you want.

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But for now, don't take too much time because in the next video,

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we are going to create two different tile maps.

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And using those tile maps,

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we are going to understand why we need different tile maps for different levels.

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And again, so that none.

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I hope you enjoy it and I'll see you in the next video.

