Master Pixel Art in Aseprite : Pixel Art for Video Games | Incomemass | Skillshare

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Master Pixel Art in Aseprite : Pixel Art for Video Games

teacher avatar Incomemass, SEO Specialist, Affiliate Marketer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

17 Lessons (2h 11m)
    • 1. Welcome Everyone!

      2:23
    • 2. Basics of shading, shading a cherry

      10:36
    • 3. Different materials and how to make them

      4:34
    • 4. Turning cubes material to reflective metallic

      4:21
    • 5. Section1 Challenge

      1:18
    • 6. Fundamentals of color theory

      12:29
    • 7. Bloodborne inspired healing potion

      10:28
    • 8. Creating simple melee weapon (Dagger)

      6:49
    • 9. Creating simple melee weapon (Huge sword)

      4:11
    • 10. Continuing exercises by drawing simple books

      6:41
    • 11. Section3 Challenge

      0:44
    • 12. Introduction to creating Tiles, making ground tiles

      10:04
    • 13. Continuing creating tiles, Making dark wall made of bricks

      6:35
    • 14. Adding variety end making it look less repetitive

      7:58
    • 15. Detailed pixel art, making curtaing on a dark wall

      12:46
    • 16. Making second part, adding detailes and minor adjustments

      9:35
    • 17. Making Spritesheets and importing them into Unity

      19:25
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About This Class

Learn creating stunning game art for your project using aseprite!

Update: Added new Lecture about making spritesheets in aseprite, imorting them into Unity 2d and controlling animations inside Unity, from now, all requested lessons will be in Section 6, feel free to ask for lessons that you're interested in

This course teaches you principles of pixel art for video games using Aseprite. We will cover each topic by alternating theory with simple exercises for practice, so you can master 2d game art.

If you're new to pixel art and want to improve your skills to create 2d game art, or if you just want to work as a freelance pixel art artist, then this course is fully designed for you.

For creating sprites we're gonna use Aseprite which is designed for pixel art and unity 2d as a game engine.

At the end of this course you'll have all the knowledge to be able to create beautiful 2d game art.

You'll learn:

  • Fundamentals of pixel art

  • Basics of shading

  • Immitating different materials

  • Color theory and making custom color pallettes

  • Creating tiles ready for a game and making them non-repetitive

  • Creating simple and detailed types of sprites

  • Transporting spirites and animations to unity game engine and setting up an animation controller

I wish you best of luck and join me on this journey, young adventurer!

Credits:

Music "Local Forecast" by Kevin MacLeod

Meet Your Teacher

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Incomemass

SEO Specialist, Affiliate Marketer

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Transcripts

1. Welcome Everyone!: Hello, my name is Roland. I am an indie game developer and welcome to mastering that pixel on. In this course, you will learn all the basics of pixel art. And by the end of it, you'll be able to create a scene which looks like taken from a game. We style based background and decorative elements. The course is mainly designed for beginners and doing it, I will show you some tricks that majority of fixed artist to use. And it will make your learning journey easier. Cause has lots of practical material. So you want to watch only theoretical stuff, but also completes and preparing challenges and make your own big pixelate elements using same principles. We will start by learning how to shade and imitate the front objects and types of materials. Zen, I will explain colors hearing, and ought to use colors. And then we will create some simple objects that will help you to better understand the principles of pixelate. And upstairs that we're going to London for to create tiles. And then we'll make some decorative elements for our scene. A set primarily tools. I'm going to use a sprite. But if you use two Photoshop of pixelated or any ads epic slab program, you can use them. Principle is the same. If you want to drop the course during first 30 days, keep in mind that I offer 100% no questions asked. Money-back guarantee. So if you're a game developer and one to make big slat play a game. Or if you want to work a SEPIC slap, you should join me in this adventure. Enroll now and I will see you in the course. 2. Basics of shading, shading a cherry: In this lecture, you will learn how to properly shade this cherry. Let's start by creating new file. Go to File New and type nano size. 50 by 50 pixels is Muslim enough. And I will change the background color. And we'll select Bucket tool and select color you want. And Philo is in. Then I will create a new player, go to layer mu and nu layer. Now I will explain, most use tools that you're going to need to read and shade area. First of all, we have here pencil tool. And so told is a basically a tool you're gonna use most of the time. That's become pencil told or shortcut is B on K12. And you can select any color and just know them. We have idea, but let's say we have Pencil tool and the way drawing. And if you want to select another color or from your image, you can select, I'd jump at all and click on the color you want to select. And Sen. Ben Soto again. And you can draw with new color or fastest way to do it, just Alton button and click on color you want to select. And discontinuous drawing. I will delete everything. And now let's start growing our cherry. I have already prepared my color palette. You will learn how to make your own colors and how big some appealing cots. In the next section. For now you can use my colors. They can get them from resource files. Now I select my ways color by holding Alt button. Then select pencil tool and start growing our way cherry. To draw straight line. A select line. To draw a straight line. I select line tool and just drag. Then i again. So I Pencil tool and continue. Since our cherry is symmetrical, it can select plebiscite and copy. And then for a bit. So to select everything from here, you can just go here who is right button on your mouse, and then select rectangular t2. So on just quick m. Then I select a lab. But what Bn pays my control c and control v and drag. Or fastest way to do it. When you select the part you want to copy, you can hold Control button with your mouse and just drag. That's the fastest way to copy. Now I select my right but go to Edit. And we praise on top. I will just merge them. Now, let's select everything and move towards centre and add some details. Then I will feel everything. You feel you can use paint. Micah told the shortcut is the color you want to feel. I select my red color. And just quick. Now, the reason why it killed or how early SIM is o, we even this option continues. So if you EQ it and Zen Creek inside of our cherry util field, only inside. But if you recall and click on any column, it will just feel everything from this layer. Now we have our beige shape. Let's add some change. To add some shapes, we have to determine light source direction. Now, if you select darker color and start adding shades on edges. And then some themes on. And it's called pillow shedding. Light source is coming from front. And we're not going to do that. Because in our case, light is coming from top left, top right corner, ammo from here. So that means our shapes will be somewhere here and teams, and we're here. Now. I will select darker color and start adding some aids. Now, if you want to draw only on top of this color, you can select magic wand tool. Right click on this rectangle, then select. Then click on color you want to select. And then select pencil tool. And now you will know only. It's very useful. And we'll adjust it. Now. I will add some teams here. Now, let's add some highlights. On columnar. Looks something like this. Since our light is coming from top right corner. And let's say our Mac Ground is a table and Cherry is on table. That means that light source coming will reflect from table. And he, we will have some highlights also. It's called indirect by. I'm certainly exist. Now, let's add some shadows. So to add a shadow, a select my background color. And I select some. You will learn how to exam colors in next section. And now I will choose. Well, it looks okay. Well, now we don't mean well. I will add some here. 3. Different materials and how to make them: In this lecture, we will shake this Fudan Q, and then add grew. Here. I have already prepared my color palette. You can download everything from three source files. And in the next section, you will learn how to make your own color palette. And you'll understand some Alice theory and what you're shifting is. And now you can use my color palette. Let's imagine that light source is coming from top left side. O, that top site. We'll be lightest one. And what will be the darkest one? And we'll change the outlines. So o n will be brighter than. All right? And we'll add some highlights here. And I will be using now since the sunlight is coming from top and the left side. And this is a group o here than we left on top, but will be dark and there will be shadows. And we will add some teams, right? I will use the same colors that they use for topside. And add some bit of a highlight. Then they will add some shadows here. And just select my waist column. And moving to saturate and dark in the next section. And now you can just use this color and landed here. Well now it's ready. Now our cube books, more dimensional. It has a shape and it's fully shady. And in the next lecture, we will turn this ordinate cube into metallic. Maybe will make, we will use some glass material or called. Oh, I will see you in the next lecture. 4. Turning cubes material to reflective metallic: Adding new infections is pretty easy. The only thing you need to do is to add some diagonal lines, which are brighter than the base color with various sequences. So who earns is food and material to Vitale? I will just change the colors. I already prepared my colors, a base color, and change everything. And then darker one and change. And I also change. And by All, in all of this lightest highlights and outlines. I will also be an color for the shadow like this. And we will just add some lines. I will use this line tool. It can use L. And the only thing to remember is the slope of these lines must be different on each side. So for example, if on topSide, we are bowing down every two pixels. Here, we will go down every pixel, for example. And on one side, I will go down every pixels. I will use bundle. I will make some adjustments here. To wrap up we learned in this section. There will be a challenge. And then in the next section, you will learn how to viewing collars and cities. And you'll create your own That's tone color palette. So go check out challenge, and I will see you in the next section. 5. Section1 Challenge: Challenge for this section is to shade this cylinder. This is what they came up with. And I prepared for you everything. So download resource files. Then 01 file called Section law does one low Dutch challenge. And here you have cylinder and color palette you can use. So top ones are palettes for waste shape, and modern ones are Alice for outlines. And the light source direction is coming from right top site. And in my case, light was coming from laptop site. And the task is to shape this object. And it's not necessary to shave. Take only this object. You can draw any shape you want or any anything. You can use, any colors. And the only thing is to act this. So this is it. And I will see you in the next section. 6. Fundamentals of color theory: Let's have a look at these two finds. Now, we can, obviously it says that the right one is a lot more appealing to watch. And the reason is, if you, if we have a look at the color palette that we use for the spine, we can see that colors are, the hue is night changing, they're only seeing, that is changing is only brightness. How if we turn on HSV? So basically, HSV is a tool we are going to use to modify our colors. So if we select main color, to select color, we use petal and assess way to do it is just holding Alt key and clicking on color you want to select. And we can see is that our main color consists of these three numbers. And pause just a transparency. So first one is H, which is, let's say we have this colour wheel. And Q represents the color itself from 0 to 360 degrees. So 0260 is red. And when you are changing the degree, we change the color itself. So here is four Karla and age and S is called saturation. Saturation is how much you want, the amount of color you want it to have. Or better to say, the percentage of color. Let's say if we have this blue color, something like this. And if we increase saturation to 100%, we can say that this is 100% below. And we, if we decrease saturation, it will lose its color. So it's not move at all. So if we change it to something less saturated and have it look, then we can say is that looking at this various saturated color is pretty hot. It's mostly, it's used in some, it's movies and TV shows and everything that it's laugh. Well, if we look at this ketones, we can see is that most of them use this very saturated, vibrant colors. The third number is for value, the value of black. It's just a brightness. So when we decrease value, it become black. And if we increase it to 100%, we can say that it doesn't have. Black at all. So this isn't just a whiteness is amount of color, and h is basically the color itself. So again, if we look at this pi1, let's say we have this main color. And when I click on this color, we can see that the only scene is changing is the brightness value of lag. So there was 65 and now 74. And then again, only value is changing. Well, we can use this kind of color palette, but it doesn't look very appealing to ice. And the reason is we have a light source and a light also have, has its own color. Well, in world, actually, we have a sum which we use as a default lights on or alarm for San everything as this yellow color. So when light source, its color and its yellow and opposite of yellow is something like this. Bluish purple. Something like this somewhere here. And, and white sauce is somewhere here. So let's say if we have our way scholar, which is, let's say in green. And to represent the two indicate the highlights. We move our Hue towards yellow. And two indicate the shades. We move our Hue towards blue, blue, or purple somewhere here. So if we have a look at this second color palette, which works much better, we can see that we have our base color. And if I click on our highlight, we can see is that 0 was, use value was 71, and now it's 66, and now it's 62. And then six is two. And if I click on the shades color, we can see that now it's 82. So we are changing. Use value will move it towards yellow. And when your shading, you adjust brightness color, you'll make it obviously darker and move towards Purple. Now, let's look at our cherry that we made on section one. Now, if I look at its color palette, we can see that again, we are changing just only the brightness. We can see is that q is always constant. And if I make a copy of it, and let's try to create another color palette. Power second cherry. So I select this base color and draw it here. And let's say this is our base color, and let's move our you towards yellow. So if we move to the lab, it's going towards this purple and we have to move, right? So three hundred and sixty and zero is almost the same thing. So we move towards this yellow. Let's say we move it just a bit to three and make it a bit less saturated. And of course, right, less than b. And let's use this color instead of this. And again, let's move a bit yellow. I'm sitting like this. And then make it even less saturated and make it brighter or something like this. And then again, move towards yellow as a bit. Because we are close to yellow and make it even less saturated. So since we are representing the highlight, we wanted to be almost white. So the light source is coming directly from here. So I make it even less saturated, make it almost white. And even right a bit. So this is our main color. And to indicate this shape, again, now this am, I, move it toward yellow but towards the left. So this is our main column and use value is 357. I move it towards equilibrium. We will let say 210 May 44 get saturated, more saturated, and of course, darker, since it's a shade. Now, if we use now this color palette, then I select this main color. Paint bucket tool or interests create Musee. Or we have this main column. I select one and change this color. Then I select this right again. And change a racing. Then I select colors that they use to represent our highlight. Oh, now we can all say change this color that we use to indicate the shadow on the background. Oh, now we can see that here we had this background color and here is 244. And if I click on our shadows color, we can see that q is again same. And the only thing that changed is the value of value of lag and brightness. Now let's, except, let's move out. You do watts. So we'll move towards here is arrived at MIT. I click on our background color. Let's move it something like this and make it more saturated. And of course darker. Thanks, we are indicating a shadow. If I change. Now if we look at our cherries, We can say that this one looks much more appealing. 7. Bloodborne inspired healing potion: In this lecture, you will learn how to create this simple healing potion. One of my favorite games is born, and there is an item called blood while, which is used to heal. Let's create our own healing potion. And we'll start by creating new file and canvas size. 13 by such pixels is more than enough. I will rename Layer two background and fill it with color. Then I create a new layer and select mental. Now, remember two option called pixel-perfect. Basically, what it does is it doesn't allow you to make this Japanese and your lines will look painter. Let's create based shape of our model. So since our model is symmetrical, I can just select and copy everything. Then go to Edit. And now I will create Alibaba. What's the base color? I will use something like Green. And I will make it darker. Well, something like this. And since in our model we have blood, I will still have red color and change. You also make it more saturated and darker. I'm seeing like this. So I select up our waste scholar and thus n-channel scheme. Then I, I was not growing inside that will model. I'm just raising something like this. Then I start shading. To change our blood, I need to select another color. So I will move huge towards verbal a bit. And I will make it less saturated. And the postdoc is then I just everything. And I will also select our main color. And we'll move towards again and make it a bit less saturated. And darker. Brighter, looks something like this. So I will change the MIT and then I will make a will of course use brown color. And so I just make it a bit. I'm sorry. I'll make it darker, less saturated and move towards. This looks good. So to represent highlights, I will select white color since it's the grass. And I will add some bins. Here. Here S. Some light source is coming from right side. And and here I will add some. And here. So now let's erase everything unnecessary. And next step is to add some shadows on her own background. Easiest way to make it is select everything from our main layer. I just copy everything and then turn off our layer, go to background. And so now I will select and be darker color of our background. Oh, I will. I will move our Hue towards a bit and make it darker or something like this. It looks good. And now I just feel everything. I just replaced every color. Oh, we have our base motion and we have been shadow. So I select our second layer, which is behind, and move it to actually, I need to create an alkaline, select our shadow for B and create a new layer. Move it actually and base it on array to a turnip. I will feel on background with main column. Okay? So now I can go, it can turn on our first way marine layer. And I can just select our shadow and move it a bit. Maybe make sense. And I will rotate it to create this Shadow back home. This is a guess, it's fastest way to do it. Or you can just manually? No, everything. I will make some adjustments. Actually, it looks okay. That's our bottle. And you can use it on your own game. It can use it as a healing potion or to restore manner or something else. There can be another liquid in it. Let's use your imagination. 8. Creating simple melee weapon (Dagger): Let us continue making simple objects. In this lecture, we will create dagger. So I will start by creating a new file. Canada size will be 13 by 30 pixels. I will rename our layer. And here I2 is grey color. Then I create a new layer. So first of all, I will create color palate. Since our consists of lever, which is made of wood, I will use some brown color. And here we will have weight. And weight will be a bit around the tense. It's not sort of seeing like says. So or blade. I will use some bluish color since it's made of steel. And I will make it almost white. Well, this looks nice. And I will and I will also create shade. It will be, of course, I will move HW. So let's start making blade. I will. Have you ever seen this lever? I will also add some and then some yellow. Now let's create a shadow. So create a shadow. And I copy everything from R1 layer. And they did. And based in our new layer. Then I will choose some color. And we'll make it a bit darker like this. Then I just change all the colors and we'll do read them within unnecessary. Then I select our shadow. End movie. 9. Creating simple melee weapon (Huge sword): Let's also create another weapon. But this time we will create a huge sort. So I have all the colors and you can download them. I will draw straight line and make it big in Final Fantasy games. So I won't make it. Now. Let's add some highlights. And we'll also something like this. And now again, let's create a shadow like we did earlier. I will create a new layer and we'll select everything from my main way. Oops. And I copy the Zen a darker color. And then just replace all my shadow. And be like says. 10. Continuing exercises by drawing simple books: In this lecture, we will learn some simple canvas size is 40 by such pixels. And background color is gray. A select my mental. Or we can use our rectangle tool. And I both select my kala. It'll be in blue. And then we'll just inside there we seen. Now I select white collar. Who is an papers. And I will shape how I select my base color. Purple. That's the bid. And we'll make it more saturated. And darpa, then I will add some shadows on paper. Paper color will not be employed for y. I will add some yellowish Ella until make it saturated. Now, I select my paper color and add some shadows. Now, let's add some x here. And when we use orange color. And now let's draw my line. Now, I will add a bus. Now I will add some shadows here. Let's add some eggs on paper. Instead of using just I will and will make it very, very dark and less saturated. I'm seeing like this, something like this. Also. We can add some shadows on our background. So I select the background color and maintain nb. Other side. 11. Section3 Challenge: So challenge for you in this section is to create a non-tech that you see every day in your life. It can be either a coin, EV, or knife or spawn, anything. Try to use as little as possible colors. And make sure that your canvas size is not bigger than 30. And by such pixels, don't try to make some very detailed objects. Let's make sure to create some nice, simple and small object. 12. Introduction to creating Tiles, making ground tiles: In this lecture, you're going to learn how to create this kind of ground tile. Basically, two types of ground tiles that you can make. First one is making some flat ground in which our collider, colliders shape will exactly repeat the shape of our ground. And the second type is adding a new plane as surveys on which all the plates and also moving objects will travel. This type of ground makes everything a bit more, say dimensional. And this is the type we're going to make in this lecture. We will start by creating a new file. And canvas size will be 32 by 32 pixels. I will add a new layer and the high background layer. O, I have already prepared my color palette that I'm going to use. And basically, our pile will consist of soil layers. Boughten one will be ground layer and dark, S1 and middle, and top one will present the plate itself. So a select Rectangle Tool. Select my hours. And we'll draw a rectangle. And its high OB. Well, I think a pixels are not. Then I select my another column and row, middle layer. And like hello, and draw the surface of our plate like this. Then I select my black color and ample. And just start drawing. I will draw just a diagonal line to represent the outline of our plate. Then I select Line Tool and 15 pixels. Our, we've ever played this 16 pixels. I will draw an outline. Also does a diagonal line, something like this. So each of this will represent 1. Then I select black color again and start throwing an outline. Then I select brighter color and start drawing some things on our plate. At some random places. Here, here. And somewhere here. Something like this. Then I select my right column and row, some things. Now, I darker color again and start shading our middle layer. So the color that I'm using to shape our middle layer, I'm gonna use also. But this time, teams on our player should do. So. That is highlights somewhere here. Then I will again shade using same color. Well, from far e-books written, i's. Then I select my color and make some outlines. It looks pretty good. And I select my base color that I used for hour. More tom layer. And we'll use that color to smooth out this outline. And we're here. And then I select that collagen and make it very transparent and draw on edges to smooth out listening. I'm saying like this. While it seemed, it looks pretty good. Now we can turn on tiled mode and go to View. And I will turn on, on x-axis since its ground. And you can see that it looks pretty nice. We can make copies. I will turn no tiled mode. I will expand our canvas size. Maybe my and just made copies. Now I select my tiles, then a whole control on keyboard week and just drag. Make a copy. Again, select everything. Old control, click and drag. And you can see the in-game books written, nice map. It's repetitive. So you can add some variety to it. Maybe. And then we did some pixels here to make some lumps. Maybe some here and here. And add some pixels also somewhere ME here. And also you can change the shape of R1. Here. We can change the location of our teams and that some variety. 13. Continuing creating tiles, Making dark wall made of bricks: At the end of this lecture, you will be able to create this kind of wall made of bricks that can usually be found in some dark dungeons. And we'll start again by creating a new file. And canvas size will be, since. Then, with every brick is 16. And I want to create two of them. I will type 32 pixels by 16. I will create a new layer. And I, and then I select black color to represent outline. And select the Line tool. And just that creating outlines, I will make sure that the distance between them are similar. And we'll draw some horizontal lines. I'm seeing like says, select some color. Then I will just deal with this color. Change our outline color. I don't want it to be black. And we'll just select my main column and we'll make it darker. Something like this may be even darker. Okay. Then I select my main color and again goes some color. And I will add them here. And here. And we will continue with seeing something exists. Okay, so now I will add some highlights. Again. I select ME scholar and move towards yellow. Then we'll make it even less saturated. And of course, Brighton maybe even write something like this. And I will add highlights on laptop side of every week. So the light source is coming from lab upside. And even here and b. And now I select my main color and make some adjustments. Now I will turn on axis. Well, it looks pretty good. Maybe I will change. I might color will make it a bit darker. I'm just like this. 14. Adding variety end making it look less repetitive: Now our wall looks very repetitive since we made only two tiles. So let's try to be exact and add some variety. And we'll turn not tiled mode. And let's expand our canvas, size. It, see on keyboard or go to spy and less science. And I will multiply every scene I2 and select R1 top-left corner. Okay? Now clades select our tiles and then copy. The fastest way to copy these, MY is dragging and holding control k, like that. And I select everything. And then again, I will hold Control and drag. I select in Allah and make some adjustments by changing position. I would love some here. And we'll add some highlights and make it look a bit different. So repetitive. Then I will do the same thing. Oh, highlight and just change the shape. Some right here. Now, everything is still working pretty repetitive. So let's select, for example, this one and boil it down to one pixel. You can use A1. And I will yen No. Outline. Let's add some like 4-1 autosomal elec, this main column. I select black color and we'll make it. And I will draw on top of ASM breaks. So if it's dropping a shadow. Now, select. I'm saying that now it looks like again, I select black color and we'll make it very transparent. Okay, now let's create a new layer. I select this rubric and copy, and then go to New Layer. And I will base somewhere here and made some investments like this. And I will also add some shadows against select black color will make it and span. Then I make it even more transparent. And add some lines here. And then again somewhere here. Then make it transparent. Then even if now we burden on outmoded and most axis, it looks so much better. As wakes adds some variety. 15. Detailed pixel art, making curtaing on a dark wall: It's pretty common to see, like in games, where everything is dark and there is some dungeons. And on that dark walls, games have some red curtains where they have this huge contrast in colors. So let's create our own red curtain. As background. I'm using this wall that we made previously. And Ahab already made this top part of our cotton. But the main, which is this rectangle are wavy issue we are going to make now. So I select this rectangle tool and pay some rectangle here. Now has to fall a create a new layer. And we'll put it down because this layer is top. But for power curtain and we're going to go on salt layer, I create rectangle and select any random color. And I will change it later. I'm sitting like this. Then I select this color with a major quanto, which is w. And select eraser. And just delete some fat. To make this wavy. Ok. I'm saying like this. And I will repeat the same scene, right? Maybe you make it a bit different. Tom edges. I made some mips, is select line two and some mainly green color. And make these lines to indicate the NAEP. Something exist. And they create similar line from right side. Then I just connect them. And believe. And everything else. And then I just changed, the color, will just meet. And that some pixels here on K. And seeing that looks pretty nice. Now, since we have on the left side, we have two bumps, which is here, the first one and here. And glide source is coming from top. O. It means that here we will have some, I change the color of our cotton for changes to red. And select the scholars that they use previously and indicate some. Here. Look at this small window. Always, since it's pixels and from far it looks much better. So I want to draw only on top of this cotton. To do that, I select magic quanto and select color on I1 to draw a ends. Then again select handle and keep drawing. I will shade somewhere here and some here. Because also, since we have eight, also here. And somewhere here. Also, I will do same scene on second bomb. O. Now, it looks pretty bad, but we'll fix that later. Okay, now this, I don't like them. Okay, now I want to create some scratches here, like this, something like this. Then I delete everything inside of these scratches. I select a young major quanto and just delete. Okay, now let's add some lines from both sides. So I select yellow color. And this kind of looks pretty nice. Oh, I want to make two lines from most sides, left and right. And make some adjustments here. And B. And start drawing on this red line. Again, selecting manager quanto line will be basically two pixels. And I always try to look at this small window because you will not notice every detail. At this small window. It looks nice, but then I will do the same thing. On the right side. This looks okay. But it's okay. Let's pick some things here. Because straight, pretty strange. I select Eraser tool and some pixels here. And we'll do the same thing. Okay? 16. Making second part, adding detailes and minor adjustments: Let's continue creating our cotton. And in this lecture, let's create a second cotton by copying our previous cotton and make it look different. Then make some minor adjustments. And now let's create a second cotton. I select last subtle and select button. Then I make a copy by holding Control key and has to fall a lead. It will have very same with main color since I am going to change its shape. And yen select last at all. And I will make it much shorter. Oh, it looks completely. Well, not completely, but now it looks not so similar to this one. Okay, now I0, the vacation of scratches. Maybe we'll add some scratch here. But here it says Though it everything inside the main color, this area. And at some scratch. Here. Again, though it everything inside it. Okay, now I select my gotten. And now let's again changed some Zen, a select line tool and, and just one line. And now let's add some shadows here because light source is coming from top row. Should have a o. This darker scholar. And I make it very transparent, then may change our tools size. Maybe like 2080, just row on top of our layer from which we're drawing. Make it smaller, less than b or something like this. Then I will do same thing for second cotton. Ok. And now I select those outlines. And they select my main Allah, which is red. Then make it trans ban. The nicer rental may change size to one pixel and make it even more transparent. And just throw on top of this lines. Just to make it. I had some pixels here, here. 1 second cotton. Now I select my main Color. And then I select yellow, Allah, and do almost same C, but with darker color. So I'll select now this color and make it again can span and change and size. Maybe something like this. It may make it bitcoins can spend and just know. So I know only around those scratches and bumps. Small salaries in well, it's basically we could just select every color and then paid color palette. But for now, we will use this transparency. It's very useful and very paths to do. And we can change colors whenever we want. And we're racing. Second cotton. Now down those two layers and move it to center. Of course we can make, we need to make adjustments because it's not perfect. But for now, it looks pretty nice. 17. Making Spritesheets and importing them into Unity: Welcome to section six, where I will add some lectures depending on your request. And in this lecture, I will show how to properly exploit some sprites and animations and import them into Unity. So now I have two animations. So the first one is idle, and second one is attacking animation. So I want, if you want to export only one frame, if you have only one frame, you can go to File Export. And then select where you want to say. And file type. I always select PNG for images. Then you select which layers you want to spot. I select only visible aids. Since I don't want exports this background layer, I wanted to be just button. And then select which frames. In this case, it doesn't matter all frames or selected frames. If you have only one time. And then just click Export. And then you, you will have a PNG file with your, with your spite. Alright, if what, but what if you have an animation? Okay, here I have hydro animation and attack him. I go to File Export Spreadsheet and select again visible layers, all frames. Or in this case, I want to export this idle animation and attacking animation separately. Here, a can select bags. Now how to create those tags? My title tags. And here I want to create a new tag. So I select all the frame and then right-click and select new tag. I will call it attack and do some color. And then click OK. Now, if I play this animation, it whoops. Again. And go to Export Spreadsheet. Now, keep in mind that when you're creating spaceship, your character have to stay at one place. You can look at the legs. Now, it can see that my character slags are staying at one place. So he's not moving. And same thing here. Now, I go to File. Exports by shape. Then you can select the ship type. It can be vertical or horizontal, or many others. But a horizontal strip. Then select all these layers. And they select idle tab. And select where I want to say again, I select file type PNG, and then just click Export. I will do same thing for attacking animation, select pack. And then I will rename red guy dot attack in the next part. So now I am inside the unity and I have imported as us to PNG files. I just select it and pasted in Unity scene. So I select my idle animation. Now, as you can see, have all animations together. They are not separated. So let's fix that. And select this PNG file. Go here, and select Sprite Mode. I select multiple, Since we have several sprites and pixels per unit to be bit less, like 25 units in my case. And then click apply. Now I can go to spite editor and size all the sprites. In my case, a spite, my canvas size was 50 pixels, 15 by 37 plus. And I will type that canvas size, go to slice and select type. Grid by cell stays. In my case, it was PFT by 37. And quick slides. Now you can see a home waste bytes now separated. Then I click Apply it so you can see now we have all this byte separated. I will do the same thing for attacking animation. Go to spite editor, slides and click Apply. Now I select one sprite and lack e2 to the scene. We can see him in game mode because he's in wrong order. So I go to ADA inlier and put something high, something like 15, so we can see him. Now, as you can see, he's very blurry. And the reason is unity uses some anterior LLC. We have to turn it off when we're working with low resolution images, which is basically big slab. So select your sprite sheets, go to filter mode and select point or no filter. This is very important when you're working with pixel out. And then also compression. You can set to None because we don't need any compression. Then click Apply. Now our spite books, very sharp. Okay? But now we have only one spike but not see animation. Now let's create the animation. To create animation, you go to Windows and animation and select Animation and animator. Here I have my animation. Again, if you don't have it, go to your windows animation and the animation. Now I select my Waikato and create new animation. I recommend you to create some file. When you're working with animations. And we'll call it, I knew. Then I create a new folder and name it player. Now we, in this folder we store all the animations and inside this module we store only players animations. So go to animation, create. Then select Animation Player folder. I will call this animation idle. And let's create. Also attack him animation. I'll call it attack. Okay, then select idle animation. I will put my animation window here so I can select all the animations. Then I select all this bytes and put some here into idle animation. Select attack animation. Again, select all Zai animations and drag and drop them here. Okay? Now by o, my animation. And then select item. If you hit play, we can see that our animation is now playing. But since we have only four frames, and Unity automatically fois 60 frames in 1 second, and we have only four frames. So it plays very fast. And I will type four. So our four frames will play in 1 second. Now, if I hit play, well that's pretty nice. Okay, I will do the same thing for attacking animation, select attack. And the 60 is very bad. And I will put something like maybe ten. Ok, that's nice. Now, when we have all the animations who we need, we can go to animator and we select our player. We can see that in animator. Also, if you don't have animator and go to windows, animation and Animator, we have all the animations that we previously created that we have in our folder called animations play. So we kept idle animation and attacking inflammation. This red line means that by default we are playing an idle animation, which is okay. But if you have another animation, you can just right click on it and set a set default state. But in our case, it's idle animation. Now, when we hit play, our character always is in idle animation. So we need to make some translations. So I click on my idle animation, right click and make transition, and transition to attacking animation, and vice versa. So we need to go from attacking animation back to idle animation. Now. Then we need some conditions. So game. Now, how I went to go to another animation. To create these conditions, we have here, some parameters. Here we can select any kind of parameters that we want to create. It can be boolean, integer, float, or trigger. In our case, I am going to use the trigger. So when we set this trigger, place our character plates attacking animation and goes back to idle. I will call it attack. And from idle animation, we'll go to attacking animation by clicking on those on that line and make some condition. So we set this attack him trigger. Now, when we do get this attack him, he pay a goes to attacking animation. Okay? If you hit play. And when we click on a title animation, kid goes to a tightening animation. But only when idle animation is completed. Now we don't want that. Go. Click on this foundation. And terminal exit Has Exit Time. Since we're not meat and transition to duration, I will set to 0. And the reason is I wanted to be very fast. So when we click, we will not have any delay. And we go straight to attacking animation, even if our idle animation is not completed. But from a tightening animation or we don't want to go to idle instantly because we want to play attacking animations fully. So we will set Has Exit Time to true and exit time I will put to one. And we don't need any transition. Now, if you, if we hit play, we can see that when we trigger, it plays attacking animation only once and then goes back to idle. Okay, but now we are controlling everything inside this inspector and we want to do it inside our game. So for that, we will meet some screen. I will, again, will command to create a new folder and call it. And inside scripts I will create a new folder for our player. And here I create new C-sharp script and just play a script. Here we are inside our script. And now first of all, we need to reference our animator. So I was crazy. So I will type an image. And again, I any major, okay, like this. Then inside our method, I will get this component. So I type. And finally major, which is our variable and can get Component type of Eigen major. So now when game stats, we have this Animator component and now we can use this variable. Then inside our update method, we need to create some conditions so we can play our sugar. In our case, I will make sure that when we click with the mouse left button, we plays that animation. So I type IV input, mouse button down. And 0 is left button, and our mouse and one is right button. I'll type 01. We click with our mouse. Again, I call any major trigger. We can also set Boolean. So trigger and type the name of our target. In our case, it was a tack with capital a. Now, make sure you type properly this name because if you wait, right, attack with smelly game one, find that trigger. So now ISAF and go back to Unity. Now inside the unity, we have this script, but it's not attached to our player. So I select Player and then click and drag this script. And now if we hit play, and every time when I click with my mouse, it weighs attacking animation. While something like that.