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These are the user uploaded subtitles that are being translated: 1 1 00:00:00,000 --> 00:00:04,263 [MUSIC] 2 2 00:00:04,263 --> 00:00:07,130 In this video, we're making another enemy, I've called mine big boy. 3 3 00:00:07,130 --> 00:00:10,840 He's bigger, stronger, tougher and drops bombs at the player, 4 4 00:00:10,840 --> 00:00:13,172 so let's jump in and make another enemy. 5 5 00:00:13,172 --> 00:00:17,594 Let's start by selecting a new laser beam bomb and a new enemy to use. 6 6 00:00:17,594 --> 00:00:21,841 So I'll go into my Kenny assets P&Gs, first of all we'll find a new enemy. 7 7 00:00:21,841 --> 00:00:25,811 And I think we'll go with maybe a green guy, 8 8 00:00:25,811 --> 00:00:29,789 this green kind of butterfly looking dude. 9 9 00:00:29,789 --> 00:00:33,131 And we'll drag that into our sprites so we know we are using that. 10 10 00:00:33,131 --> 00:00:36,125 And then we'll find a lasers, [SOUND]. 11 11 00:00:36,125 --> 00:00:37,255 Scroll down, 12 12 00:00:37,255 --> 00:00:41,719 laser red 10 I think looks pretty good as little bombs that are dropping. 13 13 00:00:41,719 --> 00:00:46,300 So we'll drag that over into our sprites as well, excellent. 14 14 00:00:46,300 --> 00:00:49,429 Now the prefabs, gonna go into the prefabs folder, 15 15 00:00:49,429 --> 00:00:51,716 and find one of our existing enemies. 16 16 00:00:51,716 --> 00:00:55,708 We'll take Roger, duplicate Roger, and I wanna make a bigger enemy. 17 17 00:00:55,708 --> 00:01:00,023 So instead of Roger 1, we'll call this bigger enemy, I don't know, Big Boy, 18 18 00:01:00,023 --> 00:01:00,728 there we go. 19 19 00:01:00,728 --> 00:01:03,115 That's a good name for a big thing, isn't it, a Big Boy. 20 20 00:01:03,115 --> 00:01:07,283 And then I'm gonna go straight for my sprites folder and 21 21 00:01:07,283 --> 00:01:12,172 drag in our enemyGreen currently at the moment, enemyGreen5. 22 22 00:01:12,172 --> 00:01:16,621 Okay, so back into our Prefabs, find where is Big Boy going? 23 23 00:01:16,621 --> 00:01:22,815 Roger 1, Big Boy, we will rename it over in here as well to Big Boy. 24 24 00:01:22,815 --> 00:01:25,439 There we go, we'll change the image of Big Boy. 25 25 00:01:25,439 --> 00:01:27,193 It's changes, it's updated, excellent. 26 26 00:01:27,193 --> 00:01:30,415 Now we'll give it a little bit of color treatment, drag it into the scene so 27 27 00:01:30,415 --> 00:01:32,523 I can see when I make these changes what happens. 28 28 00:01:32,523 --> 00:01:37,204 This is a pretty crude way of changing the color of a sprite, of an image. 29 29 00:01:37,204 --> 00:01:39,245 It's much better if you change it at source. 30 30 00:01:39,245 --> 00:01:43,741 But we were making kind of a purply color, yeah. 31 31 00:01:43,741 --> 00:01:47,961 Purple Big Boy, there we go, not too terrible. 32 32 00:01:47,961 --> 00:01:49,863 Okay, what else do we need to do? 33 33 00:01:49,863 --> 00:01:53,319 We've got a rigid body, kinematic, excellent, the enemy script. 34 34 00:01:53,319 --> 00:01:56,769 Health, well Big Boy is gonna have more health, we'll say 600 so 35 35 00:01:56,769 --> 00:01:59,101 it's a little bit tough to actually destroy. 36 36 00:01:59,101 --> 00:02:03,354 Score value 460, tougher to kill, more points to get. 37 37 00:02:03,354 --> 00:02:06,599 Shot counter, now we don't actually need to be changing shot counter, 38 38 00:02:06,599 --> 00:02:09,753 that's left in there from when we wanted to see it for debug purposes. 39 39 00:02:09,753 --> 00:02:13,714 So let's go and tidy that up by finding our script, we need the enemy script. 40 40 00:02:16,580 --> 00:02:17,976 Open that up in Visual Studio. 41 41 00:02:17,976 --> 00:02:21,868 We just need to change it from serialized field to non-serialized field. 42 42 00:02:21,868 --> 00:02:26,099 So let's find shot counter, remove the serialized field cuz we don't need to 43 43 00:02:26,099 --> 00:02:28,548 be messing with that anymore, save that up. 44 44 00:02:28,548 --> 00:02:32,376 Back over into your Big Boy, so 45 45 00:02:32,376 --> 00:02:37,840 Prefabs > Prefabs folder and then Big Boy. 46 46 00:02:37,840 --> 00:02:42,108 Let's see over here, okay Min.Time Between Shots 0.2, 47 47 00:02:42,108 --> 00:02:46,058 Maximum Time 0.6, not really sure, just guessing. 48 48 00:02:46,058 --> 00:02:49,802 Projectile right now, this is where we need to make a new projectile. 49 49 00:02:49,802 --> 00:02:51,917 So I'll come back to that in a moment. 50 50 00:02:51,917 --> 00:02:54,743 Let's just finish up going through these things in Big Boy and make sure it's okay. 51 51 00:02:54,743 --> 00:02:57,954 So Projectile Speed, we're gonna have it really slow, we'll see how 2 goes. 52 52 00:02:57,954 --> 00:03:03,908 Explosion, yeah, Death Effect, and laser, we'll just go and randomly pick a Laser4. 53 53 00:03:03,908 --> 00:03:07,183 I think that might be okay, and then shoot sound volume, okay. 54 54 00:03:07,183 --> 00:03:08,910 Everything else is pretty good. 55 55 00:03:08,910 --> 00:03:15,305 What I would like to do is to make Big Boy bigger, so I'll go back to my sprites. 56 56 00:03:15,305 --> 00:03:21,245 Find the enemyGreen, and then I'm gonna rename it while I'm here Big Boy. 57 57 00:03:21,245 --> 00:03:26,024 Just to show that I'm actually changing something in here to make this 58 58 00:03:26,024 --> 00:03:29,187 a 50 under pixels per unit I'm gonna apply. 59 59 00:03:29,187 --> 00:03:31,122 That should make it tons bigger. 60 60 00:03:31,122 --> 00:03:32,908 Okay, a little bit more bigger and 61 61 00:03:32,908 --> 00:03:36,056 menacing on the screen just by changing the pixels per unit. 62 62 00:03:36,056 --> 00:03:37,643 Now back to Prefabs> Big Boy, 63 63 00:03:37,643 --> 00:03:40,522 make sure we've done everything we need to do in there. 64 64 00:03:40,522 --> 00:03:42,445 Damage deal script, I think that's everything. 65 65 00:03:42,445 --> 00:03:46,181 Okay, now over to our projectile, let's find our enemy laser. 66 66 00:03:46,181 --> 00:03:54,111 Duplicate enemy laser, we'll call this in here we'll call it, Enemy Bomb. 67 67 00:03:56,619 --> 00:03:58,943 Okay, and then clicking on Enemy Bomb. 68 68 00:03:58,943 --> 00:04:03,018 And then let's go to our Sprites folder, find my LaserRed10, 69 69 00:04:03,018 --> 00:04:05,544 drag that over into where the sprite is. 70 70 00:04:05,544 --> 00:04:08,084 And then drag our prefab from our Prefabs folder, 71 71 00:04:08,084 --> 00:04:10,027 it's just taking a moment to update. 72 72 00:04:10,027 --> 00:04:14,777 We can right-click and do a refresh or a re-import and that updates it. 73 73 00:04:14,777 --> 00:04:17,552 Okay, drag that in, it's been tinted with yellow. 74 74 00:04:17,552 --> 00:04:22,115 I want to tint it more of a red color, a lighter kind of red. 75 75 00:04:22,115 --> 00:04:25,280 Maybe a darker kind of red, there we go. 76 76 00:04:25,280 --> 00:04:27,112 Need to change the collision on this, 77 77 00:04:27,112 --> 00:04:29,752 because we're using the previous capsule collider. 78 78 00:04:29,752 --> 00:04:34,803 I right-click, remove component, and then instead add a component and 79 79 00:04:34,803 --> 00:04:38,643 I'll do collider, let's see, kind of boxy in shape. 80 80 00:04:38,643 --> 00:04:41,956 So do a box collider, actually no, I'm gonna change my mind on that. 81 81 00:04:41,956 --> 00:04:48,843 I'm gonna do a circle collider and Add Component, Circle Collider 2D. 82 82 00:04:48,843 --> 00:04:51,074 Yeah, I think that's a little bit more indicative of what I'm going 83 83 00:04:51,074 --> 00:04:51,698 for, excellent. 84 84 00:04:51,698 --> 00:04:54,537 So I have a collider, we've got our Rigid Body 2D. 85 85 00:04:54,537 --> 00:04:58,003 We've changed the color, we've changed the name of it, it's all looking pretty good. 86 86 00:04:58,003 --> 00:05:00,999 Does it have its appropriate script, Damage Dealer script? 87 87 00:05:00,999 --> 00:05:04,224 How much damage, still just 100, I think that's okay. 88 88 00:05:04,224 --> 00:05:07,475 Right, save that up, now we need to spawn these guys. 89 89 00:05:07,475 --> 00:05:11,691 So let's go to Waves, and what I'm gonna do is make another path, actually. 90 90 00:05:11,691 --> 00:05:14,200 So I've already got a couple of instances in my path in the scene. 91 91 00:05:14,200 --> 00:05:16,356 They're not doing anything in here, this is just so 92 92 00:05:16,356 --> 00:05:17,933 I can easily duplicate and then edit. 93 93 00:05:17,933 --> 00:05:24,780 So I've got Path (2), if I open that up and look at Waypoint (0), click on W. 94 94 00:05:24,780 --> 00:05:25,646 Where are we gonna make this? 95 95 00:05:25,646 --> 00:05:27,517 Let's make it go right from the top, and 96 96 00:05:27,517 --> 00:05:30,337 remembering that the top starts just outside of our camera. 97 97 00:05:30,337 --> 00:05:36,317 Waypoint 1, coming down from the left, waypoint 2, zig to the left a little bit. 98 98 00:05:36,317 --> 00:05:39,920 And then waypoint 3, down to the right. 99 99 00:05:39,920 --> 00:05:43,383 So it's basically just zig-zagging its way across the screen. 100 100 00:05:43,383 --> 00:05:47,567 Maybe we'll make that a little bit more to the right, and 0 over to the left. 101 101 00:05:47,567 --> 00:05:50,245 Zig-zags its way down the screen, bombing the player the whole time, 102 102 00:05:50,245 --> 00:05:51,281 I think that would be good. 103 103 00:05:51,281 --> 00:05:53,841 Actually, we need to have it over to the side. 104 104 00:05:53,841 --> 00:05:56,132 We don't want the player just to stand over to the left and 105 105 00:05:56,132 --> 00:05:57,574 be like, you can't touch me. 106 106 00:05:57,574 --> 00:06:02,196 We wanna actually cover the whole play space, as this particular enemy 107 107 00:06:02,196 --> 00:06:06,677 comes down through the world so that the player fears for their life. 108 108 00:06:06,677 --> 00:06:10,148 And then they zero in on the player and bonk into them, okay, cool. 109 109 00:06:10,148 --> 00:06:15,418 So find our Paths folder, drag path2 down there and in. 110 110 00:06:15,418 --> 00:06:17,939 Like I said, I don't need any of these, so I'm gonna go ahead and delete them. 111 111 00:06:17,939 --> 00:06:21,158 They're just there so I can duplicate, make extra copies of new things. 112 112 00:06:21,158 --> 00:06:25,608 But I can do that by dropping one of my existing prefabs in as an instance. 113 113 00:06:25,608 --> 00:06:29,827 And then to create something new or I could just duplicate a path down in here. 114 114 00:06:29,827 --> 00:06:34,522 Now to our Waves, let's find our Waves folder. 115 115 00:06:34,522 --> 00:06:40,513 I'm going to click on Wave number 1 and change it from Roger to Big Boy, Big Boy. 116 116 00:06:40,513 --> 00:06:44,537 And then from Path Prefab instead of Path 0 do Path (2), 117 117 00:06:44,537 --> 00:06:49,052 time between spawns 0.5 and 0.3, we'll see how that goes. 118 118 00:06:49,052 --> 00:06:53,599 And I'll show you number of enemies we'll say 6,and then the movements be we'll say 119 119 00:06:53,599 --> 00:06:56,600 2, so they're coming nice and slowly into the screen. 120 120 00:06:56,600 --> 00:06:58,764 Let's see if we've captured everything in there or 121 121 00:06:58,764 --> 00:07:00,349 if we've forgotten anything at all. 122 122 00:07:00,349 --> 00:07:02,989 I should delete these couple of guys from the screen, but 123 123 00:07:02,989 --> 00:07:04,318 we'll leave it as now as is. 124 124 00:07:04,318 --> 00:07:07,137 Okay, so we haven't given it the projectile that we want and 125 125 00:07:07,137 --> 00:07:09,306 they're a little bit spaced close together. 126 126 00:07:09,306 --> 00:07:15,935 So let's find the enemy wave, so Wave 1. 127 127 00:07:15,935 --> 00:07:22,414 The time between spawns, we'll say 1, random factor 0.5, hopefully that's okay. 128 128 00:07:22,414 --> 00:07:25,274 6 move speed, seemed okay at 2. 129 129 00:07:25,274 --> 00:07:29,134 And we've got a null reference exception that'll give us some clues here. 130 130 00:07:29,134 --> 00:07:32,188 Object reference not set to an instance, so Big Boy that we've dropped into 131 131 00:07:32,188 --> 00:07:34,779 the scene, that's just the one we're playing around with. 132 132 00:07:34,779 --> 00:07:37,842 So we'll delete here and then we'll delete the other one out of the scene. 133 133 00:07:37,842 --> 00:07:40,330 That should clear up those errors that we've had. 134 134 00:07:40,330 --> 00:07:43,019 Now we need to change the projectile and 135 135 00:07:43,019 --> 00:07:47,419 we do that by clicking on Big Boy and saying that his projectile, 136 136 00:07:47,419 --> 00:07:51,184 instead of Enemy Laser, is going to be the Enemy Bomb. 137 137 00:07:51,184 --> 00:07:56,789 Okay, let's click play Do a little bit [SOUND] shoot, 138 138 00:07:56,789 --> 00:07:58,616 out he comes dropping some bombs. 139 139 00:07:58,616 --> 00:08:03,613 Those bombs are dropping mightily fast, we need to space them out a little bit, 140 140 00:08:03,613 --> 00:08:05,635 and he's a bit too easy to kill. 141 141 00:08:05,635 --> 00:08:09,264 Okay, so health we haven't changed the health on Big Boy in our prefab. 142 142 00:08:09,264 --> 00:08:13,353 So let's make the health say 600, actually you know what? 143 143 00:08:13,353 --> 00:08:18,154 I'm gonna be nasty and make it a 1000 and then score value we'll say, 460, 144 144 00:08:18,154 --> 00:08:18,985 for example. 145 145 00:08:18,985 --> 00:08:22,497 And then Projectile Speed, I think a little bit faster, so 146 146 00:08:22,497 --> 00:08:24,261 a 3 on the Projectile Speed. 147 147 00:08:24,261 --> 00:08:25,709 And then what I'm looking for? 148 148 00:08:25,709 --> 00:08:28,476 Prefabs, Big Boy, we want him shooting. 149 149 00:08:28,476 --> 00:08:32,974 So minimum time between shots, that's way too little, so we'll say 1.5, and 150 150 00:08:32,974 --> 00:08:35,775 the maximum time between shots we'll say 2.5. 151 151 00:08:35,775 --> 00:08:38,949 We'll see how that goes. 152 152 00:08:38,949 --> 00:08:43,095 Actually, we'll say from 1 to 2, see how that is. 153 153 00:08:43,095 --> 00:08:47,352 Projectile speed, I think, little bit faster, we'll say 5. 154 154 00:08:47,352 --> 00:08:52,130 And then we'll click on play, see how that tuning is, [SOUND]. 155 155 00:08:52,130 --> 00:08:56,051 Okay, we've got him coming out [SOUND], shooting, shooting, it's taking awhile. 156 156 00:08:56,051 --> 00:08:58,524 The whole point of this is it takes a while to shoot and to kill, 157 157 00:08:58,524 --> 00:09:01,108 and then we're still killing it when these other ones come out. 158 158 00:09:01,108 --> 00:09:03,848 So I've got bullets going everywhere, a little bit of bullet hell, 159 159 00:09:03,848 --> 00:09:05,086 which is exactly what we want. 160 160 00:09:05,086 --> 00:09:07,749 We could spawn another wave of them, here they come now. 161 161 00:09:07,749 --> 00:09:09,641 Okay, so I haven't got a lot of variety in my waves, 162 162 00:09:09,641 --> 00:09:10,931 I haven't really tuned that a lot. 163 163 00:09:10,931 --> 00:09:14,260 But for now, I think this is a pretty good wave, 164 164 00:09:14,260 --> 00:09:17,766 that it's creating some good dodging and [SOUND]. 165 165 00:09:17,766 --> 00:09:20,535 Yes, okay, I like it, I like it a lot. 166 166 00:09:20,535 --> 00:09:24,983 Okay, so we got ourselves a new enemy, a new wave, a new path, a new projectile, 167 167 00:09:24,983 --> 00:09:27,839 everything's working well, it's all lining up. 168 168 00:09:27,839 --> 00:09:29,820 And I just wanted to go through that whole process so 169 169 00:09:29,820 --> 00:09:31,211 we're testing out every bit of it. 170 170 00:09:31,211 --> 00:09:36,058 So reminding ourselves as well of how we add tons of variation into our game. 171 171 00:09:36,058 --> 00:09:39,359 In the next video we'll add a little bit of spice into that projectile so 172 172 00:09:39,359 --> 00:09:41,570 it looks a little bit more interesting as well. 173 173 00:09:41,570 --> 00:09:46,525 But for now my challenge to you is to add MOAR. 174 174 00:09:46,525 --> 00:09:49,348 So add more enemies, add more paths. 175 175 00:09:49,348 --> 00:09:52,572 Add more visual effects, add more sound effects, and 176 176 00:09:52,572 --> 00:09:55,668 to show us what you got when you have done all of that. 177 177 00:09:55,668 --> 00:09:57,507 So get in there and really play around, 178 178 00:09:57,507 --> 00:10:00,191 have some fun with making some challenge for the player. 179 179 00:10:00,191 --> 00:10:03,279 Making some variety, making different things, different enemies, 180 180 00:10:03,279 --> 00:10:04,775 different colors, everything. 181 181 00:10:04,775 --> 00:10:08,993 So now's a good time to play around with what we currently have and 182 182 00:10:08,993 --> 00:10:13,528 to throw a whole bunch of more content at your game and see how it feels. 183 183 00:10:13,528 --> 00:10:16,879 Okay, and please do share with what you've got, I would love to see it. 184 184 00:10:16,879 --> 00:10:18,940 Great work and I will see you in the next video. 18972

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