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1
00:00:06,656 --> 00:00:12,800
Play let's go ahead in a make a punch animation ok
2
00:00:13,056 --> 00:00:18,432
Currently we don't have an upward punch really programmed a downward punch or anything like that
3
00:00:18,688 --> 00:00:20,480
Are we need right now is just
4
00:00:20,736 --> 00:00:24,576
Very simple punch ok so let's go ahead and create a new animation
5
00:00:26,880 --> 00:00:29,696
How to replace folder in cod player
6
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Punch
7
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Hit the record button leaning forward and maybe rotate his leg like this
8
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Here we go maybe bring him down a little bit
9
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Bring this down just a tad
10
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And
11
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See
12
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How do I wonder look
13
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It's chemical
14
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
15
00:01:03,004 --> 00:01:02,720
Nice low punch
16
00:01:04,256 --> 00:01:05,024
Eureka
17
00:01:06,816 --> 00:01:11,424
And just bring him down a little bit so it's feet are able to touch the ground
18
00:01:12,192 --> 00:01:13,984
Awesome ok
19
00:01:14,496 --> 00:01:16,032
Maybe this one's up a little bit
20
00:01:18,080 --> 00:01:18,848
And
21
00:01:22,944 --> 00:01:25,760
Sapphire that looks great alright
22
00:01:26,016 --> 00:01:27,552
Go to animator here
23
00:01:27,808 --> 00:01:33,952
And you can see now we have the player punch well when do we want the player to be able to punch
24
00:01:34,464 --> 00:01:37,536
I definitely want him to be able to punch pretty much
25
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Any time he wants to ok so this might be a great opportunity to you
26
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Any state alright
27
00:01:45,728 --> 00:01:47,008
What's go ahead
28
00:01:47,520 --> 00:01:49,824
Make a transition from any state
29
00:01:50,080 --> 00:01:51,104
Two player punch
30
00:01:52,384 --> 00:01:55,712
There's going to be no exit time no transition duration
31
00:01:56,224 --> 00:01:58,272
And we're going to set the condition to
32
00:01:58,528 --> 00:02:00,320
If attack
33
00:02:00,576 --> 00:02:02,112
Then touch
34
00:02:04,672 --> 00:02:10,816
Say that out then we got a job to a new player script and take a look where we're going to be triggering the attack
35
00:02:11,072 --> 00:02:11,584
Trigger
36
00:02:12,864 --> 00:02:14,656
What's going to happen
37
00:02:14,912 --> 00:02:16,704
When we press the fire
38
00:02:17,216 --> 00:02:23,360
But I'm right so here we're going to enemy City animator trigger so animated that's it Trigger
39
00:02:23,616 --> 00:02:24,896
And it should
40
00:02:26,944 --> 00:02:29,760
Trigger this attack does
41
00:02:30,272 --> 00:02:31,552
Doing a player punch
42
00:02:32,064 --> 00:02:37,696
What's double click on a player punch there's a few things we can do really quickly here don't have it loop
43
00:02:38,208 --> 00:02:42,560
And that's about it let's go ahead and hit play here
44
00:02:44,864 --> 00:02:45,376
Great
45
00:02:45,632 --> 00:02:47,168
Set the Punch occurred
46
00:02:47,424 --> 00:02:52,032
Next thing you want to do is have some kind of transition back to
47
00:02:52,800 --> 00:02:58,944
Are stadia I think going to play a stand is all we really need ok we're going to have no condition
48
00:02:59,968 --> 00:03:06,112
An exit time is fine maybe something like point basically about how long you'd want your punch
49
00:03:06,368 --> 00:03:10,464
That's ok because there's only one frame the Punch animation so
50
00:03:10,720 --> 00:03:14,304
I cannot wait my points to be something like .2 seconds
51
00:03:14,560 --> 00:03:18,656
We can have some kind of transition but .1 is fine let it play
52
00:03:23,776 --> 00:03:27,360
Jump points jump jump jump jump punch
53
00:03:27,616 --> 00:03:28,384
Great
54
00:03:28,896 --> 00:03:35,040
There's a few things here that might like a little weird I know for certain that if I'm in mid air
55
00:03:35,296 --> 00:03:40,160
And I'm jumping in a pint going back to the standard state is a little weird isn't it
56
00:03:40,672 --> 00:03:42,720
When I'm running what about that
57
00:03:43,744 --> 00:03:49,888
That's fine have you got to the state and state from Iran doesn't look that weird definitely when I'm jumping
58
00:03:50,144 --> 00:03:51,424
Punching it looks weird
59
00:03:51,680 --> 00:03:56,288
Going back to the stay and stay that's definitely weird what about just falling
60
00:03:58,848 --> 00:04:00,128
Let me see here
61
00:04:01,664 --> 00:04:04,224
If I'm falling here in a punch
62
00:04:06,272 --> 00:04:12,416
Yeah it's all a weird let's go ahead and just address the first one which is the
63
00:04:12,672 --> 00:04:18,815
Punch information to transition to the jump animation if we're hitting you know the various jump
64
00:04:19,071 --> 00:04:22,143
Conditions so what's the first condition to hit
65
00:04:22,399 --> 00:04:25,471
Well it's if grounded is false right
66
00:04:25,727 --> 00:04:28,287
If Grandad is true we're going to go back
67
00:04:28,543 --> 00:04:30,079
To stand
68
00:04:30,335 --> 00:04:32,127
See hear
69
00:04:32,383 --> 00:04:34,687
Same story exit time so
70
00:04:35,199 --> 00:04:37,503
And also transition
71
00:04:38,015 --> 00:04:40,063
2.2 and then
72
00:04:40,575 --> 00:04:41,343
.1
73
00:04:41,599 --> 00:04:47,743
Obviously matching these two transitions going to stand or going to jump depending on if you're grounded
74
00:04:47,999 --> 00:04:49,535
Save it and see how this looks
75
00:05:02,591 --> 00:05:05,919
Punching in my hair looks good
76
00:05:09,247 --> 00:05:11,039
I don't mind it that's for sure
77
00:05:11,295 --> 00:05:16,159
I think the Punch last a little bit too long so it's due
78
00:05:16,671 --> 00:05:18,975
Point wine try that out
79
00:05:19,231 --> 00:05:22,815
In the transition duration is a little fast in my opinion
80
00:05:23,071 --> 00:05:26,911
Weather Slough so what's 2.04 and 4
81
00:05:32,799 --> 00:05:38,943
That's great now we can sort of spam click see that
82
00:05:45,087 --> 00:05:46,111
Awesome
83
00:05:46,367 --> 00:05:52,511
Looks really good ok so get a punch so guys going to add all kinds of effects and sound
84
00:05:53,023 --> 00:05:58,655
To this but for now I think this looks great what if we wanted to make it so that the player
85
00:05:58,911 --> 00:06:05,055
Instead of punching in me there would kick in mid air right so it's going to click on iPlayer here
86
00:06:05,311 --> 00:06:10,943
I must go to create new clip animation characters player to go to player
87
00:06:11,199 --> 00:06:12,735
Check
88
00:06:12,991 --> 00:06:18,111
Kerosene here click record my screen some kind of kick
89
00:06:18,367 --> 00:06:19,903
Animation rate
90
00:06:20,415 --> 00:06:22,463
Can I be something like this
91
00:06:22,719 --> 00:06:25,023
Can I get karate kick right
92
00:06:26,559 --> 00:06:28,607
Yeah we got something like that
93
00:06:30,655 --> 00:06:31,935
Does that look good
94
00:06:33,983 --> 00:06:37,055
Or does it need to be more like and see her
95
00:06:37,311 --> 00:06:41,407
The like here we go
96
00:06:41,919 --> 00:06:43,199
My VAT
97
00:06:45,759 --> 00:06:48,319
That looks funny anyway that's fine
98
00:06:53,695 --> 00:06:59,839
Some about right guys we have some weird
99
00:07:00,095 --> 00:07:06,239
Is going on here and those can be fixed by repainting car reg memory painted or reg
100
00:07:06,495 --> 00:07:10,335
What price is missing a very.co up there so I'm gonna fix that in a later episode
101
00:07:10,591 --> 00:07:12,127
But for now I think this looks great
102
00:07:12,639 --> 00:07:15,967
Alright go to animator and as you can see
103
00:07:16,223 --> 00:07:19,039
We now have the player kick animation
104
00:07:19,295 --> 00:07:21,599
Hanging out in the ether right
105
00:07:21,855 --> 00:07:22,623
So
106
00:07:22,879 --> 00:07:26,975
The player punch is occurring from any state right
107
00:07:27,231 --> 00:07:31,839
We transition to play a punch well what if we said if a text is true
108
00:07:32,351 --> 00:07:35,423
In grounded is true the play one punch
109
00:07:35,679 --> 00:07:36,703
But
110
00:07:39,519 --> 00:07:41,823
If grounded is false
111
00:07:42,079 --> 00:07:43,615
Emma attacking
112
00:07:44,383 --> 00:07:45,919
Then we do the player kick
113
00:07:46,431 --> 00:07:46,943
Right
114
00:07:47,199 --> 00:07:53,343
What's make sure that these transitions are very similar we have no exit time and no transition duration
115
00:07:55,647 --> 00:08:01,791
We don't want to loop and then we also want to have
116
00:08:02,047 --> 00:08:03,327
Transition back to stand
117
00:08:03,839 --> 00:08:04,351
Right
118
00:08:04,863 --> 00:08:06,143
Water jump
119
00:08:06,655 --> 00:08:11,263
Well I know for certain that I'm going to be jumping right
120
00:08:11,519 --> 00:08:14,079
So we can actually can it kill two birds with one stone here
121
00:08:14,335 --> 00:08:15,871
We're going to go to player jump
122
00:08:18,687 --> 00:08:20,991
Just like we are with this transition
123
00:08:21,503 --> 00:08:27,647
So we're going to say if grounded with there going to be no condition because I know that I'm in the air from kicking
124
00:08:27,903 --> 00:08:33,279
So I know the exit time is going to be 0.1 in the train transition-duration is going to be 0.04
125
00:08:38,143 --> 00:08:39,679
And I got a job here
126
00:08:39,935 --> 00:08:46,079
No what is this mean we don't really need this conditional transition anymore because
127
00:08:46,335 --> 00:08:49,919
If a player is kicking their going to be jumping if they're punching
128
00:08:50,687 --> 00:08:51,199
Well
129
00:08:51,455 --> 00:08:55,807
To be on the ground so we know that the Punch is never going to go to jump
130
00:08:56,063 --> 00:08:56,831
Ok
131
00:08:58,623 --> 00:08:59,903
To see how we cleaned fed up
132
00:09:00,927 --> 00:09:06,303
We don't need this condition anymore alright everything was good till it hit play and see what we Guy
133
00:09:08,351 --> 00:09:14,495
You got a kicking me there it's terrible
134
00:09:14,751 --> 00:09:19,359
But it gets the point standing punching kicking
135
00:09:19,615 --> 00:09:21,151
Punching
136
00:09:21,407 --> 00:09:22,943
Kicking
137
00:09:23,199 --> 00:09:23,967
Do that
138
00:09:24,223 --> 00:09:26,527
Alright
139
00:09:26,783 --> 00:09:31,647
So see if we can get that kick working a little bit better right now it just looks
140
00:09:31,903 --> 00:09:37,791
Alex really really bad and that's ok
141
00:09:38,047 --> 00:09:41,887
And I think it needs to be like completely straight and I know
142
00:09:42,143 --> 00:09:45,215
Let's go ahead and fix this glitch here so let's go to our
143
00:09:45,471 --> 00:09:51,103
Character art here go to the spray editor and go to our skinning editor
144
00:09:53,407 --> 00:09:58,527
Ennis go to await brush here and do a little testing here
145
00:10:00,345 --> 00:10:02,504
Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
146
00:10:02,505 --> 00:10:01,599
Alright
147
00:10:03,135 --> 00:10:05,951
What is going on there
148
00:10:06,207 --> 00:10:07,487
What is that
149
00:10:09,279 --> 00:10:11,583
What's the free games really Street this app
150
00:10:13,119 --> 00:10:19,263
Alright yeah I think that might be what's going on
151
00:10:19,519 --> 00:10:23,103
So what I mean is we need to paint that little piece
152
00:10:24,127 --> 00:10:25,151
Alright
153
00:10:25,919 --> 00:10:26,943
Let's try this out
154
00:10:28,991 --> 00:10:31,295
Have you heard this and just paint
155
00:10:32,575 --> 00:10:33,599
There we go
156
00:10:33,855 --> 00:10:35,647
Ok I think that might be good
157
00:10:37,695 --> 00:10:39,231
I think that might fix her problem
158
00:10:39,487 --> 00:10:40,511
What's a reply
159
00:10:44,607 --> 00:10:50,751
Are you ok problem solved Let's Play gameplay here and try and figure out
160
00:10:51,007 --> 00:10:54,847
What will you call this a roundhouse kick certainly around house kick
161
00:10:55,359 --> 00:10:56,383
Play car
162
00:10:57,663 --> 00:10:59,967
The charter Inn
163
00:11:00,223 --> 00:11:05,343
The Super Nintendo Game final fight his name is how he would do this is like a
164
00:11:05,855 --> 00:11:10,975
Just straight kick so like if we go for a player stand
165
00:11:11,231 --> 00:11:13,535
Well well well that's a good
166
00:11:13,791 --> 00:11:15,839
Wigan rotating map board
167
00:11:17,375 --> 00:11:20,959
What's like I pelvis rotation needs to be rotated outward
168
00:11:21,215 --> 00:11:22,751
2
169
00:11:23,007 --> 00:11:25,311
90 degrees
170
00:11:26,079 --> 00:11:32,223
And then dislike needs to be adjusted properly yes sometimes you have to set keyframes
171
00:11:32,479 --> 00:11:38,623
Certain body parts that you're manipulating in future animations so it's go to
172
00:11:38,879 --> 00:11:41,183
That's our pints that's not good then we go
173
00:11:41,439 --> 00:11:44,767
And now he has white tick very close
174
00:11:47,071 --> 00:11:47,583
Ok
175
00:11:48,863 --> 00:11:51,423
Look absolutely terrible
176
00:11:52,959 --> 00:11:57,055
Alistair sellers Oliver information to make sure they look good
177
00:11:58,079 --> 00:12:00,895
Ok this one needs to be rotated up to 90 degrees
178
00:12:01,151 --> 00:12:02,687
Yeah
179
00:12:03,711 --> 00:12:04,735
Yeah
180
00:12:04,991 --> 00:12:08,575
So because we rotated pelvis we get some issues
181
00:12:09,343 --> 00:12:11,135
In the head as well
182
00:12:11,647 --> 00:12:15,999
Does it make sense because we rotated something in a new animation
183
00:12:16,255 --> 00:12:19,583
The rotations are confused for other animations
184
00:12:20,095 --> 00:12:21,631
There we go
185
00:12:22,911 --> 00:12:29,055
Does set a required America ok ok I think that's
186
00:12:29,311 --> 00:12:35,455
And then here's our kick animation must try this out here is his standing position and
187
00:12:35,711 --> 00:12:36,479
Go to a kick
188
00:12:37,759 --> 00:12:43,135
So what we can do is put this push this over just a tab like that
189
00:12:43,647 --> 00:12:46,463
So it feels more natural and see how it looks
190
00:12:47,743 --> 00:12:53,887
Yeah it looks really bad
191
00:12:55,167 --> 00:12:57,983
I think I think you're definitely you know
192
00:12:58,495 --> 00:13:02,335
Whitley learning rate and that's ok
193
00:13:02,591 --> 00:13:07,711
Hilarious take again and try out some new stuff here
194
00:13:16,671 --> 00:13:18,207
This might work
195
00:13:20,255 --> 00:13:23,327
And maybe move that down a little bit
196
00:13:27,423 --> 00:13:28,191
Trailer
197
00:13:31,263 --> 00:13:35,359
Well my punches bloody now
198
00:13:35,615 --> 00:13:40,991
What has happened there I think I was manipulating my punch yeah was
199
00:13:41,247 --> 00:13:43,295
Go back in time that's a good
200
00:13:43,807 --> 00:13:46,623
Thank goodness for
201
00:13:46,879 --> 00:13:48,671
Guinness what's going on
202
00:13:50,719 --> 00:13:56,351
We need to reset his powers that's for sure but I was using preview mode goodness
203
00:14:02,239 --> 00:14:03,519
Say again
204
00:14:04,287 --> 00:14:08,127
Cedella happens guys is getting reset the pose
205
00:14:08,383 --> 00:14:13,759
Is it play your there's punch that looks really good again hit record
206
00:14:14,527 --> 00:14:15,551
There we go
207
00:14:15,807 --> 00:14:16,831
There's a punch
208
00:14:17,087 --> 00:14:18,111
How to stay and work
209
00:14:18,879 --> 00:14:22,463
Good how's around like double-checking guys
210
00:14:22,719 --> 00:14:27,839
There's a punch and jump jump
211
00:14:28,095 --> 00:14:30,911
He is now screwed up that's ok
212
00:14:31,423 --> 00:14:33,471
All sorts of stuff
213
00:14:33,727 --> 00:14:35,519
Can happen if you're not careful
214
00:14:36,287 --> 00:14:37,823
Pressing the record button
215
00:14:38,335 --> 00:14:40,383
So there is archaic ok
216
00:14:40,639 --> 00:14:43,455
Alright so let's fix our kick now
217
00:14:44,223 --> 00:14:48,831
Maybe something that so exaggerated just having his leg out like that my work
218
00:14:52,927 --> 00:14:56,767
A little bit different than what we had originally which
219
00:14:57,279 --> 00:15:00,607
Originally like to see more about this mate like a little bit better I tried
220
00:15:11,359 --> 00:15:14,175
Almost
221
00:15:17,247 --> 00:15:23,391
Ok just go to our kick it record you guys they are making mistakes or here
222
00:15:23,647 --> 00:15:29,791
That's a good thing because you trying to do this online you're going to forget to select your character you can forget this
223
00:15:30,047 --> 00:15:36,191
Recorder mini canopy ladies bones that manipulation is suddenly got to change other Innovations cos you just
224
00:15:36,447 --> 00:15:42,591
Is the root look of your bones to be really careful person recorded typing air
225
00:15:43,615 --> 00:15:46,431
So I don't know what it would be called ok
226
00:15:46,687 --> 00:15:49,759
There we go that that actually works can I call
227
00:15:50,527 --> 00:15:52,575
Yeah ok I see
228
00:15:52,831 --> 00:15:54,367
I see
229
00:15:55,903 --> 00:15:58,207
And then you put your arm out like this
230
00:15:58,719 --> 00:16:03,583
Where we go OK let's try this
231
00:16:10,495 --> 00:16:12,799
Ok that looks a little bit better we're getting there
232
00:16:16,383 --> 00:16:19,199
Again such a character hit record
233
00:16:19,711 --> 00:16:21,503
Go to play a cake there we go
234
00:16:21,759 --> 00:16:25,599
And that little little weird having his arm like that
235
00:16:25,855 --> 00:16:26,879
Sit here
236
00:16:31,487 --> 00:16:35,327
M&M lead for a little bit yeah there we go we're getting there
237
00:16:35,839 --> 00:16:37,375
I get married guys
238
00:16:39,679 --> 00:16:40,447
Ok
239
00:16:45,055 --> 00:16:50,687
So that Perfect that's ok I can only exit the last a little bit longer for the cake
240
00:16:53,503 --> 00:16:55,295
2.3 would be really cool
241
00:16:56,319 --> 00:16:57,343
Straighten out
242
00:17:00,927 --> 00:17:03,743
Alright Playmobil Liskeard
243
00:17:03,999 --> 00:17:08,095
Punching is can a weird now there we go it's alright
244
00:17:09,119 --> 00:17:10,143
I don't mind it
245
00:17:12,959 --> 00:17:16,799
Punching is one bit screwed up now
246
00:17:17,055 --> 00:17:21,663
Because I must have done something without pressing the record button
247
00:17:21,919 --> 00:17:24,735
We get so rotate up
248
00:17:24,991 --> 00:17:28,319
Person maybe bring his legs down
249
00:17:28,575 --> 00:17:30,623
A little bit like so
250
00:17:31,647 --> 00:17:33,951
Lips lips area
251
00:17:35,487 --> 00:17:37,023
There we go
252
00:17:37,279 --> 00:17:43,423
Alright just tested out guys we getting a kick we got a
253
00:17:43,679 --> 00:17:47,519
Round kick or a punch
254
00:17:47,775 --> 00:17:49,055
Yeah that looks awesome
255
00:17:49,823 --> 00:17:51,103
I like it a lot
256
00:18:00,063 --> 00:18:05,951
What where are we go ahead and get a directional punch set up as well
257
00:18:06,207 --> 00:18:08,767
I was getting up with punch designed
258
00:18:09,279 --> 00:18:10,815
If I'm
259
00:18:14,399 --> 00:18:16,447
On the ground or in the air
260
00:18:16,703 --> 00:18:19,519
I should be able to punch up ok
261
00:18:19,775 --> 00:18:21,311
30 player
262
00:18:21,567 --> 00:18:22,079
Punch
263
00:18:23,615 --> 00:18:25,663
That
264
00:18:26,687 --> 00:18:28,223
The record
265
00:18:31,039 --> 00:18:34,879
And do some kind of awkward punch
266
00:18:35,391 --> 00:18:36,415
Repeat that
267
00:18:38,207 --> 00:18:41,279
Yeah we get on maybe he's looking out as well that it has it
268
00:18:43,327 --> 00:18:45,887
To bring his knee up a little bit like that
269
00:18:46,143 --> 00:18:47,935
So there's are upward punch
270
00:18:48,191 --> 00:18:52,799
Now in the animator now we have this new punch up right
271
00:18:53,567 --> 00:18:57,151
So we can go ahead and put it somewhere something like right here
272
00:18:57,407 --> 00:19:02,015
Now what we're going to do is we need to know the attack Direction
273
00:19:02,271 --> 00:19:05,855
Why members value be created hearing without just so it's
274
00:19:06,111 --> 00:19:10,719
Because the more relevant premises could we haven't done any of these yet
275
00:19:10,975 --> 00:19:16,095
Attack Direction why is Curley not being set with her script
276
00:19:16,351 --> 00:19:20,703
So we need a tell attack Direction why what its value is
277
00:19:20,959 --> 00:19:22,495
What is the integer right
278
00:19:23,007 --> 00:19:26,335
So we need to convert a float to an integer
279
00:19:26,591 --> 00:19:30,687
What is that float well that's going to be our vertical-axis ok
280
00:19:31,199 --> 00:19:34,015
So let's go to our new player script
281
00:19:34,527 --> 00:19:40,671
In what we do is really goanimator set
282
00:19:40,927 --> 00:19:41,439
Integer
283
00:19:42,975 --> 00:19:47,327
Attack Direction why I think that's why it's called great and double check
284
00:19:48,351 --> 00:19:51,935
Tag Direction why was going to say that too
285
00:19:52,191 --> 00:19:57,567
Are horizontal or a vertical axis so that's into it that get access
286
00:19:59,871 --> 00:20:01,919
Vertical
287
00:20:03,455 --> 00:20:07,295
Number for vertical axis
288
00:20:07,551 --> 00:20:11,135
Is going to be wrs or upper down right
289
00:20:13,183 --> 00:20:18,815
Ok now we have a problem what is that well it looks like I cannot convert the float
290
00:20:19,071 --> 00:20:20,863
2 an integer for vertical
291
00:20:21,119 --> 00:20:23,679
So what's go ahead in type in 2 year
292
00:20:25,215 --> 00:20:27,519
Not how you convert a float
293
00:20:27,775 --> 00:20:28,799
2 an integer
294
00:20:29,311 --> 00:20:35,455
I say that out in hip play we don't have any transitions yeah I just want to make sure that my
295
00:20:35,711 --> 00:20:40,575
City Auction why is actually being set up properly here ok
296
00:20:41,855 --> 00:20:43,903
Tiplee
297
00:20:47,487 --> 00:20:49,023
Alright if I hold up
298
00:20:49,279 --> 00:20:53,119
He gets a 21-foot Down it gets said to -1
299
00:20:53,375 --> 00:20:55,423
Now notice Howard's
300
00:20:55,679 --> 00:21:01,567
Not very fast rate can I take a while so it's hard to see but when I press w
301
00:21:01,823 --> 00:21:02,847
I press it
302
00:21:03,103 --> 00:21:09,247
It takes a while to get there the reason why is because well if you can see the last
303
00:21:10,527 --> 00:21:11,039
That's
304
00:21:11,295 --> 00:21:13,855
The value for a float
305
00:21:14,111 --> 00:21:16,416
So an integer
306
00:21:16,672 --> 00:21:22,816
Is going to wait until it hits -1 so we have to sort of wait for it to get there
307
00:21:23,072 --> 00:21:25,376
So I'm actually going to do something
308
00:21:25,632 --> 00:21:31,520
A little bit different here instead of a tat Direction being an integer I'm gonna delete that alarm and make it float
309
00:21:35,104 --> 00:21:41,248
Here we go ok and I'm just going to remove this integer completely there we go
310
00:21:41,504 --> 00:21:42,272
Then set
311
00:21:42,528 --> 00:21:48,672
Float right sorry got to do really is just test whether it's greater than or less than 0
312
00:21:48,928 --> 00:21:49,952
That's all you got to do
313
00:21:50,208 --> 00:21:51,232
Start a play
314
00:21:54,048 --> 00:21:56,352
There we go
315
00:21:56,864 --> 00:21:57,632
Ok
316
00:21:59,680 --> 00:22:04,288
Yep here we go alright so if attacked direction why
317
00:22:05,056 --> 00:22:06,080
Is
318
00:22:06,336 --> 00:22:08,640
Greater than one which is up
319
00:22:08,896 --> 00:22:12,736
Then we're going to do the player punch up right
320
00:22:12,992 --> 00:22:18,112
So here's what we need to do first we also need to add a condition which is
321
00:22:18,368 --> 00:22:20,416
If a tap Direction is
322
00:22:20,672 --> 00:22:22,464
Lesbian
323
00:22:22,976 --> 00:22:24,256
.5
324
00:22:24,512 --> 00:22:26,048
And also
325
00:22:26,816 --> 00:22:29,888
Greater than -5
326
00:22:30,400 --> 00:22:33,984
Meaning it's in between -5 and .5 meaning
327
00:22:34,240 --> 00:22:39,872
We're not really holding up or down on the keyboard then just you a punch
328
00:22:40,128 --> 00:22:41,408
The same is true for the cake
329
00:22:41,664 --> 00:22:42,688
If
330
00:22:42,944 --> 00:22:47,552
Attack Direction why is greater than negative .5
331
00:22:47,808 --> 00:22:49,856
Enet less than
332
00:22:51,904 --> 00:22:53,184
Positive .5
333
00:22:53,952 --> 00:22:55,232
Then we're going to kick
334
00:22:55,488 --> 00:22:59,328
Then we going to add another transition it's going to be very somewhere to this one here
335
00:22:59,584 --> 00:23:00,864
If attacked
336
00:23:02,400 --> 00:23:08,544
Direction is greater than .5 meaning up really do a player punch up
337
00:23:09,824 --> 00:23:10,848
And
338
00:23:11,104 --> 00:23:13,920
What we're going to do then is going to make a transition
339
00:23:14,176 --> 00:23:15,968
Two player stand
340
00:23:16,736 --> 00:23:19,040
So I could do it like this might be a bit cleaner
341
00:23:19,552 --> 00:23:20,576
Here we go
342
00:23:20,832 --> 00:23:26,976
And we're just gonna go ahead in set the proper conditions to send him back to stay at if Grandad because
343
00:23:27,232 --> 00:23:30,816
And would definitely going to have an exit time just like we do here
344
00:23:31,328 --> 00:23:33,120
Anything to be point wine
345
00:23:33,888 --> 00:23:34,656
As well
346
00:23:35,424 --> 00:23:39,520
Actually we're going to remove the condition for now we're going to see if it works
347
00:23:39,776 --> 00:23:42,336
Just on its face straight down
348
00:23:45,408 --> 00:23:47,456
Is pretty slow
349
00:23:47,712 --> 00:23:51,552
Speed it up just a little bit we can do in play mode here
350
00:23:53,856 --> 00:23:56,160
Alright we don't really want a transition at all
351
00:23:56,672 --> 00:23:57,952
There we go
352
00:23:58,720 --> 00:23:59,744
Here we go
353
00:24:08,704 --> 00:24:10,496
Alright
354
00:24:12,800 --> 00:24:14,848
Upper punches working just fine
355
00:24:15,616 --> 00:24:18,176
I don't really see a reason to
356
00:24:21,248 --> 00:24:24,320
Add any conditions I think it works just fine
357
00:24:26,112 --> 00:24:26,880
Ok
358
00:24:27,136 --> 00:24:32,256
To the Apple touch works great and now we can do a downward kick
359
00:24:32,512 --> 00:24:33,536
Let's do that
360
00:24:33,792 --> 00:24:35,328
Search like iPlayer Gear
361
00:24:37,632 --> 00:24:39,936
I am going to create another animation
362
00:24:41,472 --> 00:24:43,776
TV player
363
00:24:44,544 --> 00:24:45,312
Kik
364
00:24:46,336 --> 00:24:47,360
Down
365
00:24:48,384 --> 00:24:49,664
And click save
366
00:24:52,480 --> 00:24:54,528
The record button
367
00:24:54,784 --> 00:24:55,808
And
368
00:24:56,320 --> 00:24:57,344
Just you
369
00:24:58,624 --> 00:25:01,184
Downward kick like this
370
00:25:02,464 --> 00:25:04,000
Nothing too fancy
371
00:25:10,400 --> 00:25:11,680
Just like that
372
00:25:12,960 --> 00:25:18,592
Little bit over there ok sis jump over here full screen
373
00:25:19,616 --> 00:25:21,664
At least fill this space here
374
00:25:21,920 --> 00:25:25,504
And I can see we have a kick down as well
375
00:25:26,528 --> 00:25:32,160
How many go ahead in put this right here and my credit transition just like we did here
376
00:25:32,672 --> 00:25:34,976
And we just check and see if
377
00:25:35,488 --> 00:25:37,536
Attack Direction
378
00:25:40,608 --> 00:25:42,400
Is less than
379
00:25:43,424 --> 00:25:49,568
-5 then to a kick down we're going to try and match the
380
00:25:49,824 --> 00:25:53,152
Settings for the Punch up so
381
00:25:54,176 --> 00:25:56,736
No exit time
382
00:25:57,760 --> 00:26:01,088
Fixed duration or fixed transition duration of 0
383
00:26:02,624 --> 00:26:03,648
And after that
384
00:26:03,904 --> 00:26:05,952
Can you go straight back to stand
385
00:26:06,976 --> 00:26:11,072
So we're going to try and match this transition for punch up to stand so
386
00:26:11,328 --> 00:26:12,352
Going to have an extra time
387
00:26:12,608 --> 00:26:13,888
And it's going to have
388
00:26:14,144 --> 00:26:14,656
A
389
00:26:15,168 --> 00:26:17,984
Is the time of 1 or .1
390
00:26:18,496 --> 00:26:20,288
N0 transition Direction
391
00:26:20,544 --> 00:26:21,824
Just like that
392
00:26:22,592 --> 00:26:26,432
Heartless read out
393
00:26:30,784 --> 00:26:32,320
Kik
394
00:26:32,832 --> 00:26:33,856
Jump kick
395
00:26:34,368 --> 00:26:36,928
Jump kick good ok
396
00:26:41,024 --> 00:26:45,376
Turtle little buggy but overall I think we've definitely got
397
00:26:45,888 --> 00:26:46,912
What we need here
398
00:26:47,424 --> 00:26:48,192
Good
399
00:27:00,992 --> 00:27:02,272
Very good
400
00:27:04,320 --> 00:27:10,464
Looks like we can actually kick I see the college I was wondering why I was buggy it's funny because
401
00:27:10,720 --> 00:27:11,488
If I hold down
402
00:27:11,744 --> 00:27:13,536
I can automatically start the Kik
403
00:27:13,792 --> 00:27:14,816
So we missed
404
00:27:16,864 --> 00:27:17,632
The various
405
00:27:17,888 --> 00:27:20,448
Conditions here we missed the condition of if
406
00:27:20,960 --> 00:27:21,728
Attack
407
00:27:22,752 --> 00:27:25,056
And that should do it let's take a look
408
00:27:28,640 --> 00:27:29,920
Here we go
409
00:27:32,224 --> 00:27:32,992
Ok
410
00:27:37,600 --> 00:27:43,744
It's ok hard to tell that he's kicking down word so let's see here what what's a way that we can make it
411
00:27:44,000 --> 00:27:45,280
Little bit more like a kick down word
412
00:27:47,584 --> 00:27:50,912
Kick down there we go
413
00:27:51,168 --> 00:27:52,704
We could probably
414
00:27:53,728 --> 00:27:59,616
The probably move his Palace down a little bit honestly just like this and maybe have it come back up
415
00:27:59,872 --> 00:28:01,664
Something like
416
00:28:02,176 --> 00:28:02,944
This
417
00:28:03,968 --> 00:28:06,016
Pushes down a little bit
418
00:28:10,112 --> 00:28:12,416
Arms are out like so
419
00:28:12,928 --> 00:28:15,488
And then they come inward with this
420
00:28:20,608 --> 00:28:21,632
Here we go
421
00:28:22,400 --> 00:28:25,728
Maybe we could have this legs or bend down a little bit too
422
00:28:26,240 --> 00:28:30,080
So you like that and it could be even higher
423
00:28:31,104 --> 00:28:34,176
And this could be perfectly straight there we go
424
00:28:35,200 --> 00:28:36,480
Try that
425
00:28:40,320 --> 00:28:42,880
A little bit baggy looking in there
426
00:28:43,392 --> 00:28:49,536
And is that a good exit time either we definitely what the exit time will be a little bit longer than that so
427
00:28:49,792 --> 00:28:50,816
Probably point
428
00:28:51,328 --> 00:28:55,680
Five and then also a transition of light point wine down
429
00:28:59,776 --> 00:29:00,544
Here we go
430
00:29:10,784 --> 00:29:11,808
Alright
431
00:29:12,064 --> 00:29:18,208
Stephanie not perfect in the reason why is because we can have plenty of room to add
432
00:29:18,464 --> 00:29:20,768
Get some more game feel elements ok
433
00:29:21,280 --> 00:29:27,424
No sexy we're going to talk about in the next section we're going to be doing sound effects were going to be doing
434
00:29:27,680 --> 00:29:33,824
Halifax we're going to be doing punch blast effects so that even though the information is not perfect
435
00:29:34,080 --> 00:29:34,592
This
436
00:29:34,848 --> 00:29:36,896
We can at least put some effects
437
00:29:37,152 --> 00:29:43,296
Like a blast of smoke coming out of his hand or a light effect or a flare to really
438
00:29:43,552 --> 00:29:44,320
Kings luck
439
00:29:44,832 --> 00:29:46,880
Much more alive
440
00:29:47,136 --> 00:29:47,648
Ok
441
00:29:50,976 --> 00:29:53,536
Last thing I do really quick is the kick
442
00:29:56,352 --> 00:29:58,144
It really needs to be
443
00:29:59,680 --> 00:30:00,704
Hairy cow
444
00:30:01,472 --> 00:30:05,568
Dave the times are little too slow for my taste so PT 2 scenes just fine
445
00:30:07,616 --> 00:30:10,432
To let you know why
446
00:30:10,688 --> 00:30:12,224
We're going to make a pretty short
447
00:30:12,992 --> 00:30:14,016
What can I do
448
00:30:15,040 --> 00:30:17,088
The same sort of exit time
449
00:30:17,600 --> 00:30:20,416
Letter punches which is one
450
00:30:21,440 --> 00:30:24,768
Here we go OK save it out and it play
451
00:30:29,120 --> 00:30:30,400
Yeah that looks a lot better
452
00:30:35,776 --> 00:30:41,920
No that's much better OK cool and then finally guys I keep saying finally please just a few other things that we hear
453
00:30:42,176 --> 00:30:48,320
Actually don't want to be kicked down while I'm just standing right so I need actually say look I need to be grounded
454
00:30:48,576 --> 00:30:54,720
I'm grounded then I can take down otherwise I don't even want to allow the player to kick down I mean
455
00:30:54,976 --> 00:30:55,488
The point
456
00:30:55,744 --> 00:30:58,304
So now when we're actually in the ground
457
00:30:58,560 --> 00:31:02,144
No use your brain Thomas
458
00:31:02,400 --> 00:31:05,216
Grand Eagles for there we go
459
00:31:05,472 --> 00:31:10,080
So now when we're on the ground I can't kick down
460
00:31:14,688 --> 00:31:16,736
And honestly
461
00:31:16,992 --> 00:31:22,368
Let's take a look and see if for some reason I cannot punch when I am
462
00:31:22,624 --> 00:31:24,672
Grounded see here
463
00:31:25,184 --> 00:31:28,256
There we go OK we should be able to punch
464
00:31:28,768 --> 00:31:32,096
Even if we're pressing down someone remove their condition
465
00:31:33,120 --> 00:31:33,888
There we go
466
00:31:35,680 --> 00:31:41,824
OK good I'm glad I tried my job and left
467
00:31:42,336 --> 00:31:46,944
I can kick I can punch up and I can punch down
468
00:31:47,200 --> 00:31:50,784
Very good very good it feels much better now
469
00:31:51,040 --> 00:31:55,648
I'm feeling much better now that's great
470
00:31:55,904 --> 00:31:58,720
I cannot like that down with kick now
471
00:31:58,976 --> 00:32:05,120
You know what we could probably do a couple of weeks here
472
00:32:05,376 --> 00:32:11,520
I can't stop myself so what we going to do that make this like a little bit better really go to our seeing here we go to a player
473
00:32:11,776 --> 00:32:15,104
You do is actually just affects your so I can add
474
00:32:16,384 --> 00:32:18,688
Record van and then what I can do is
475
00:32:18,944 --> 00:32:20,224
Grab the pelvis year
476
00:32:22,016 --> 00:32:23,808
And just move over like that
477
00:32:24,576 --> 00:32:26,368
And then go to
478
00:32:26,880 --> 00:32:28,416
See hear
479
00:32:28,928 --> 00:32:31,488
About there but quarter of a second almost
480
00:32:32,256 --> 00:32:38,400
It is bring it over back to the sender see that I believe the same with the cake but I
481
00:32:38,656 --> 00:32:41,216
We could probably get away with doing a little bit further down
482
00:32:41,984 --> 00:32:43,008
That
483
00:32:43,264 --> 00:32:46,336
Punch we could probably do something like
484
00:32:47,104 --> 00:32:49,664
This and then bring it on over
485
00:32:50,176 --> 00:32:50,944
Back to here
486
00:32:53,504 --> 00:32:54,272
About 0
487
00:32:54,784 --> 00:32:55,552
There we go
488
00:32:57,088 --> 00:33:02,976
And punch up same sort of mortality guys remove the pelvis up just a tad
489
00:33:04,768 --> 00:33:06,304
And then bring it back down to Centre
490
00:33:07,328 --> 00:33:09,120
Explain something Force
491
00:33:15,008 --> 00:33:17,056
The Punch that scared
492
00:33:20,384 --> 00:33:25,760
Upper punch not so much looks great I love the Dam break
493
00:33:28,576 --> 00:33:31,392
That looks weird
494
00:33:33,440 --> 00:33:35,488
Let's take a look and see what's going on
495
00:33:36,000 --> 00:33:41,120
Is Kik everytime it still just a little bit too fast
496
00:33:41,888 --> 00:33:48,032
Pt-17 how's that and then we're going to do is we're going to go back to
497
00:33:48,288 --> 00:33:50,848
The point of little little weird with the hair
498
00:33:52,896 --> 00:33:55,200
I don't know why it does not stick look again
499
00:34:06,208 --> 00:34:12,352
Yeah it's like a cake should I should be pushing a player back which is an odd thing and I'm not sure why
500
00:34:12,608 --> 00:34:14,656
Physics are behind that
501
00:34:14,912 --> 00:34:19,776
And in the upper punch that's just not working for me so the other times we need to fix
502
00:34:20,032 --> 00:34:25,664
We don't want to me tell this position or change and also the tick
503
00:34:25,920 --> 00:34:31,552
Should be here for some reason I believe I could be wrong here
504
00:34:31,808 --> 00:34:33,088
He should push
505
00:34:33,344 --> 00:34:34,112
Back
506
00:34:36,928 --> 00:34:38,720
So I wasn't like this
507
00:34:39,488 --> 00:34:40,768
Was China
508
00:34:41,024 --> 00:34:45,632
Get me totally wrong but is there anything wrong with getting a checking
509
00:34:48,192 --> 00:34:49,984
Feels alright
510
00:34:52,032 --> 00:34:56,384
It's not the best kick and limit
511
00:34:56,640 --> 00:34:58,944
But that's ok
512
00:34:59,200 --> 00:35:05,344
Now the final thing I want to do is your guys is actually White 2 position the attack box to the
513
00:35:05,600 --> 00:35:07,648
Locations for kicking
514
00:35:07,904 --> 00:35:10,976
And I also a kind of what the animator
515
00:35:11,232 --> 00:35:13,280
To control the attack box
516
00:35:13,536 --> 00:35:19,680
So that we can scale and change its size and just took all things with the attack box as opposed to being in
517
00:35:19,936 --> 00:35:20,448
Strip
518
00:35:20,704 --> 00:35:24,544
So the first thing I do is go to new player The Script
519
00:35:25,312 --> 00:35:28,640
In luck the attack box
520
00:35:29,152 --> 00:35:32,992
Is being handled by this function called activate attack
521
00:35:33,248 --> 00:35:35,296
Instead of using this
522
00:35:35,552 --> 00:35:36,576
Commented out
523
00:35:39,136 --> 00:35:42,464
Where can you use that anymore we're going to do this
524
00:35:42,720 --> 00:35:43,744
Functionality
525
00:35:44,256 --> 00:35:46,560
Where do it with the animator only show you how
526
00:35:47,584 --> 00:35:49,376
Which can remove this completely
527
00:35:49,632 --> 00:35:53,216
What's the comment save it out and I'm going to jump back into unit
528
00:35:56,800 --> 00:36:02,944
And the way we had all this now is actually just go to player punch hit record
529
00:36:03,200 --> 00:36:09,344
In luck you can do more than just rotate guys and change the position
530
00:36:09,600 --> 00:36:12,928
You can also set things active seal that turned red
531
00:36:13,696 --> 00:36:17,792
We can activate also two components and adjust component values
532
00:36:18,048 --> 00:36:20,352
As well as transformed values
533
00:36:20,608 --> 00:36:22,656
So now I can activate
534
00:36:23,680 --> 00:36:25,728
My attack box
535
00:36:25,984 --> 00:36:27,008
NN
536
00:36:27,520 --> 00:36:28,544
Deactivated
537
00:36:28,800 --> 00:36:34,944
So if you guys recall we actually deleted a lot of the very basic graphics that We Created for
538
00:36:35,200 --> 00:36:41,344
Yes tutorial one of the graphics we did delete was the attack box Sprite within
539
00:36:41,600 --> 00:36:42,112
Any more
540
00:36:42,368 --> 00:36:47,744
But one of the things that I like to use as a very simple 1 pixel by 1 pixel
541
00:36:48,000 --> 00:36:49,280
White box
542
00:36:49,792 --> 00:36:52,608
Samuel save this in imported into unity
543
00:36:52,864 --> 00:36:58,752
And it's not a white pixel I can put into my Sprite but before I do that I'm going to go into
544
00:36:59,008 --> 00:37:01,312
My player variant here
545
00:37:01,568 --> 00:37:04,128
Enemigo de Maya tax year
546
00:37:04,896 --> 00:37:05,920
And I'm going to go ahead
547
00:37:06,432 --> 00:37:08,480
Inad that wake pixel in
548
00:37:08,736 --> 00:37:14,880
What's the activate the attack box in take a look ok so this is just a side note sometimes when you add
549
00:37:15,136 --> 00:37:21,280
A new Sprite to something that previously has a basket lighter that is no longer going to match the
550
00:37:21,536 --> 00:37:27,680
I just add that box Collider 2D again so now I can see it's matching the size but also
551
00:37:27,936 --> 00:37:32,032
Now it's really really small right so let's kill it have to be pretty large
552
00:37:33,312 --> 00:37:37,664
Yeah we girl ok so if we deactivate the attack box
553
00:37:38,432 --> 00:37:41,760
You're not going to see the red when you activate the attack box
554
00:37:42,016 --> 00:37:48,160
You're going to see the red now the red is only for you and I to see currently guys will disable this
555
00:37:48,416 --> 00:37:54,304
After work done seeing everything go ahead and deactivate the attack box for now
556
00:37:54,816 --> 00:37:56,352
Save it out
557
00:37:57,120 --> 00:37:59,168
And let's just take a look
558
00:37:59,424 --> 00:38:05,568
Add iPlayer here why working on that prefab just make sure that any changes you've made to the play
559
00:38:05,824 --> 00:38:10,432
You do apply to the prefab so if you if you guys recall we've actually added
560
00:38:10,688 --> 00:38:15,040
This animator here we made all these changes to the prefab so we need to make sure we
561
00:38:15,296 --> 00:38:16,576
Peter player
562
00:38:17,344 --> 00:38:22,208
There we go alright so now we go inside the player you'll see that the animator
563
00:38:22,720 --> 00:38:26,816
Is now there that's good ok alright let's save our scene
564
00:38:27,072 --> 00:38:32,704
Search start moving the hitbox in activating my hip box based on various animations
565
00:38:34,240 --> 00:38:36,544
Tell the first one when I do is play a Kik
566
00:38:37,568 --> 00:38:39,104
In a minute recorded
567
00:38:40,128 --> 00:38:41,408
I'm going to press the
568
00:38:42,688 --> 00:38:44,736
Activate button seat turned red
569
00:38:44,992 --> 00:38:46,528
That means it's been recorded
570
00:38:46,784 --> 00:38:52,928
Which is really really cool see you can rotate characters you can change their scale all their transformed values
571
00:38:53,184 --> 00:38:59,328
But guys it's not just limited to that we can enemy all sorts of stuff we could enemy pretty much anyway
572
00:38:59,840 --> 00:39:01,632
Are these values here
573
00:39:01,888 --> 00:39:02,912
In his components
574
00:39:03,168 --> 00:39:04,448
And that also includes
575
00:39:04,704 --> 00:39:05,728
The activation
576
00:39:08,032 --> 00:39:10,592
So we activate the attack box
577
00:39:11,104 --> 00:39:12,896
And then deactivate it
578
00:39:14,432 --> 00:39:17,248
It will stay Active and then it will deactivate
579
00:39:17,760 --> 00:39:20,576
So give her some time to hit an enemy to that
580
00:39:20,832 --> 00:39:22,880
So we can activate the attack box
581
00:39:23,136 --> 00:39:23,904
NN
582
00:39:24,160 --> 00:39:25,440
Deactivate see that
583
00:39:25,952 --> 00:39:26,720
Sweet cakes
584
00:39:27,232 --> 00:39:28,256
Then it goes away
585
00:39:28,512 --> 00:39:31,840
And we can even move its position a little bit to be a little bit more fair
586
00:39:32,608 --> 00:39:35,936
So something about like that anything that hits within the red there
587
00:39:37,216 --> 00:39:38,496
Will hurt
588
00:39:40,032 --> 00:39:41,056
Enemies
589
00:39:41,824 --> 00:39:44,384
Do the same for Playa kick down
590
00:39:44,896 --> 00:39:46,176
So we're gonna
591
00:39:46,432 --> 00:39:48,480
Make sure recording
592
00:39:48,736 --> 00:39:52,576
Activate the box in we'll put it like a right here
593
00:39:54,112 --> 00:39:54,880
My girl
594
00:39:57,440 --> 00:39:59,232
Today's the attack box there
595
00:39:59,488 --> 00:40:05,632
Give us plenty of room to hit our characters in the reason why I love doing it this way see a lot of developers like
596
00:40:05,888 --> 00:40:12,032
Do this with code they'll have various sizes for Barry's kicks and I think they
597
00:40:12,288 --> 00:40:18,432
Think it's the most principled way to do this but I found that using the animation window
598
00:40:18,688 --> 00:40:19,712
Is the best way
599
00:40:19,968 --> 00:40:24,064
To twiga Attax box because we could do this manually
600
00:40:24,576 --> 00:40:30,720
And it with her hair that actually move it around and if we make some changes or things don't feel fair so far
601
00:40:30,976 --> 00:40:37,120
A little bit unfair I can actually move this down a little bit and that's all it takes I'll have to tweak any scripts
602
00:40:37,376 --> 00:40:42,752
I was gonna punch you alright it's quick record and I'm going to activate the attack box
603
00:40:43,520 --> 00:40:44,800
Anon
604
00:40:45,312 --> 00:40:50,688
Deactivate hear something like this right
605
00:40:50,944 --> 00:40:52,224
How we say
606
00:40:52,480 --> 00:40:58,624
Be pretty generous with your tax back so I'm going to scale up the size little bit like this where we go
607
00:40:58,880 --> 00:41:04,256
Because we just changed the root size of this thing we might have to go back to the cake and change the size there
608
00:41:04,768 --> 00:41:06,304
That looks good
609
00:41:06,560 --> 00:41:08,352
It's going to kick down here
610
00:41:09,632 --> 00:41:12,960
Ok we're good but the size for kick down and also kick awesome
611
00:41:13,472 --> 00:41:16,288
Right punch should be good to go yep
612
00:41:17,056 --> 00:41:19,616
Beginning scale just a little bit
613
00:41:19,872 --> 00:41:20,896
Really generous
614
00:41:24,992 --> 00:41:28,064
Emma Gonzalez killer back later guys
615
00:41:29,344 --> 00:41:30,368
Ok
616
00:41:31,904 --> 00:41:33,440
Record
617
00:41:33,696 --> 00:41:35,232
Activate the attack box
618
00:41:35,488 --> 00:41:36,768
I'm going to be with a pier
619
00:41:40,096 --> 00:41:43,424
And they go to about here so that almost a quarter of a second
620
00:41:45,216 --> 00:41:51,104
Maybe I must have a second really and deactivate it here we go
621
00:41:52,128 --> 00:41:55,967
Ok so what's it saved now
622
00:41:56,223 --> 00:42:01,343
And let's take a look and see if everything is working properly but it play
623
00:42:01,599 --> 00:42:02,879
Try and kill some enemies
624
00:42:03,903 --> 00:42:07,743
Ok there's a text box in sap
625
00:42:07,999 --> 00:42:09,279
There's down
626
00:42:09,791 --> 00:42:11,071
That's very weird
627
00:42:13,119 --> 00:42:19,007
Jeremy sure that our box Collider is a
628
00:42:19,263 --> 00:42:24,639
Trigger that's always going on what's happening to play again and take a look
629
00:42:31,551 --> 00:42:33,343
Good
630
00:42:34,879 --> 00:42:36,415
Ok it's gonna be here
631
00:42:36,671 --> 00:42:40,511
Who is that buddy
632
00:42:42,047 --> 00:42:44,863
Awesome
633
00:42:47,679 --> 00:42:51,263
Good garden alright something works properly
634
00:42:51,519 --> 00:42:54,079
Has the downward checked work
635
00:42:54,335 --> 00:43:00,479
Good alright so as you can see that's why they were showing the hitbox currently we want to
636
00:43:00,735 --> 00:43:06,623
Idea of where it occurring in the animation and then we can just go into the player
637
00:43:07,647 --> 00:43:09,183
Garage back box
638
00:43:10,719 --> 00:43:13,023
Disable the spray render and click save
639
00:43:13,535 --> 00:43:16,351
Can we have play will no longer see
640
00:43:16,607 --> 00:43:17,887
The attack box
641
00:43:20,191 --> 00:43:23,007
Guitar Thomas very good
642
00:43:23,263 --> 00:43:26,591
I can Purge myself sometimes
643
00:43:26,847 --> 00:43:32,223
Alright very good alright guys I think we're ready
644
00:43:32,479 --> 00:43:34,783
To start adding some game feel
645
00:43:35,039 --> 00:43:39,135
Same particles sound effects some screen Shake
646
00:43:39,391 --> 00:43:43,231
Some launching of the characters when you punch them
647
00:43:43,487 --> 00:43:45,791
Some hurt animations
648
00:43:47,071 --> 00:43:53,215
To our game to make it really feel alive
48720
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