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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 Alright now that we have our level laid out 2 00:00:13,056 --> 00:00:15,616 Go ahead in put some interactables into the scene 3 00:00:15,872 --> 00:00:17,664 To make you feel a little bit more live 4 00:00:18,176 --> 00:00:22,784 Ok what we had some scenery as well liked reason my posts in that kind of thing 5 00:00:23,552 --> 00:00:26,368 So the first thing I want to do is just add ins and enemies 6 00:00:26,624 --> 00:00:27,904 That's probably 7 00:00:28,160 --> 00:00:30,464 The priority here so I'm going to do that 8 00:00:30,720 --> 00:00:33,280 Prestatyn going to bring this down is driving me crazy 9 00:00:33,536 --> 00:00:34,560 There we go 10 00:00:34,816 --> 00:00:37,888 This one here and we'll be cleaning up as we go along here 11 00:00:38,912 --> 00:00:45,056 Ok let's start laying out some enemies the thing it's getting pretty chaotic 12 00:00:45,312 --> 00:00:51,456 In a parallax layer 1 isn't it so I think what I want to do is go ahead and create some 13 00:00:51,968 --> 00:00:55,808 Current quote folders so I could just create an empty game object 14 00:00:56,064 --> 00:00:58,112 And bring it into the same here 15 00:00:59,136 --> 00:01:01,933 I'm just going to call this game object first off I mean in xero without 20 the position 16 00:01:01,935 --> 00:01:04,567 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:04,768 --> 00:01:08,352 NN I'm also going to make sure my scale is 1 right 18 00:01:08,864 --> 00:01:10,912 Who is going to call this 19 00:01:11,168 --> 00:01:12,192 Ground 20 00:01:12,448 --> 00:01:15,264 I'm just going to drag in everything 21 00:01:15,520 --> 00:01:18,080 Except for see the clouds 22 00:01:18,336 --> 00:01:19,360 The key 23 00:01:19,872 --> 00:01:21,408 The chain is 24 00:01:21,664 --> 00:01:25,760 Can a part of the ground in the sense that it's connected to the cranes 25 00:01:26,272 --> 00:01:30,624 Are the screws are as well as a drag all of these things into the ground 26 00:01:33,440 --> 00:01:39,584 Game objects here now it's not a prefab right it's just going to container butter prefab just for my saying 27 00:01:39,840 --> 00:01:45,472 So now everything is nice and clean so I'm going to create another call and folder I'm gonna call this 28 00:01:47,776 --> 00:01:51,616 Interactables I'm fine with other 29 00:01:52,640 --> 00:01:54,432 0 and 0 30 00:01:54,944 --> 00:02:00,064 Just make sure everything's alright the transform and I'm just going to go ahead and pull my key 31 00:02:00,320 --> 00:02:01,088 Each other 32 00:02:01,600 --> 00:02:06,464 Clodagh fine there so have the only interactable I have currently 33 00:02:06,720 --> 00:02:09,536 In my other folder is my key 34 00:02:10,048 --> 00:02:12,352 How many go ahead in start adding some enemies 35 00:02:12,608 --> 00:02:13,376 As well 36 00:02:13,888 --> 00:02:15,168 Sahara enemy here 37 00:02:15,424 --> 00:02:16,960 And I can put that 38 00:02:17,216 --> 00:02:18,240 My other folder 39 00:02:20,032 --> 00:02:21,824 We go something like that 40 00:02:22,080 --> 00:02:26,432 How much is make sure that the enemies work so is go ahead and jump to play mode 41 00:02:26,688 --> 00:02:27,712 Just double check 42 00:02:30,016 --> 00:02:32,064 It's like to work in ok 43 00:02:33,856 --> 00:02:35,648 Very good 44 00:02:35,904 --> 00:02:36,672 I know right 45 00:02:37,952 --> 00:02:40,000 And they're hurting me as well that's what we want 46 00:02:41,280 --> 00:02:47,424 So I am going to go ahead in fix the one problem with his enemies and that is that I think the box Collider 47 00:02:47,680 --> 00:02:48,448 Is a little too big 48 00:02:48,960 --> 00:02:51,776 Does going to our enemy prefab here and take a look 49 00:02:52,544 --> 00:02:55,360 So it looks like if we select your catalytic here 50 00:02:55,872 --> 00:03:02,016 It does a little bit too low right and that's just because it's using our old spread but now I have a 51 00:03:02,272 --> 00:03:06,880 Is a little bit smaller so ministreak down the Y just a little bit and now it 52 00:03:07,392 --> 00:03:09,184 Stick to the ground a little bit better 53 00:03:10,208 --> 00:03:13,280 And will be animating this enemy in and sound effects 54 00:03:13,536 --> 00:03:15,328 In a new episode before now 55 00:03:16,352 --> 00:03:18,144 Where does a hen start laying out 56 00:03:18,400 --> 00:03:20,448 All of his enemies 57 00:03:22,240 --> 00:03:23,264 We go 58 00:03:24,544 --> 00:03:26,080 Some down here as well 59 00:03:27,104 --> 00:03:28,384 Very cool 60 00:03:29,408 --> 00:03:30,176 I'm here 61 00:03:31,456 --> 00:03:34,016 Don't want to get too unfair 62 00:03:34,784 --> 00:03:37,856 But we might definitely want it to be like a little bit of a challenge 63 00:03:40,672 --> 00:03:43,232 And how about one next to the gate 64 00:03:43,488 --> 00:03:45,536 Then again yet will do in the second 65 00:03:46,304 --> 00:03:48,096 Another one here as well 66 00:03:48,352 --> 00:03:49,632 One here 67 00:03:50,656 --> 00:03:51,680 I'm here 68 00:03:52,704 --> 00:03:54,240 1 appear right 69 00:03:56,032 --> 00:03:57,056 One over here 70 00:03:58,592 --> 00:04:00,640 1 Overture 71 00:04:00,896 --> 00:04:02,688 Whenever here 72 00:04:02,944 --> 00:04:04,992 Just keep going now we got 73 00:04:05,248 --> 00:04:07,296 Maybe we can make this can I like that 74 00:04:08,064 --> 00:04:09,856 What do you call a cage match 75 00:04:10,112 --> 00:04:11,648 Enemies in haircut 76 00:04:11,904 --> 00:04:17,024 Collect some really nice coins maybe nothing there 77 00:04:17,280 --> 00:04:18,815 Give the player a break Ray 78 00:04:19,071 --> 00:04:20,095 And then some here 79 00:04:20,863 --> 00:04:21,887 Where we go 80 00:04:22,399 --> 00:04:25,727 So go ahead in hip play here we can just take a look and see 81 00:04:25,983 --> 00:04:27,775 How everything looks with her enemies 82 00:04:28,031 --> 00:04:29,823 So far there 83 00:04:30,335 --> 00:04:31,871 Wandering around looks great 84 00:04:32,639 --> 00:04:34,943 Looks like this guy stuck I think that's going to disable 85 00:04:35,199 --> 00:04:36,991 One of his art classes I can just 86 00:04:37,247 --> 00:04:38,527 Re-enable that really quick 87 00:04:39,295 --> 00:04:40,063 Another all 88 00:04:40,831 --> 00:04:42,111 Everything looks really good 89 00:04:43,391 --> 00:04:46,975 Let's go ahead and had some coins and some scenery to 11 90 00:04:55,423 --> 00:04:57,983 Alright so we have our 91 00:04:59,007 --> 00:05:00,543 Prefabs for down here 92 00:05:01,567 --> 00:05:05,919 And I'm going to go ahead and just start adding in some let's see here 93 00:05:07,199 --> 00:05:10,527 What are in some coins to our other folder here 94 00:05:12,063 --> 00:05:16,415 It looks like we have a little buggy here it looks like a coin is missing a sprite 95 00:05:17,183 --> 00:05:20,767 So anytime you see a missing Sprite just go to your PSP file 96 00:05:21,279 --> 00:05:25,887 When scroll down to your purple Square Siri these are prefabs that containers bright 97 00:05:26,655 --> 00:05:30,495 Star in the city graphics PSP anneliese just describe themselves 98 00:05:30,751 --> 00:05:32,031 Tesco trolley coin 99 00:05:32,287 --> 00:05:34,847 And it's actually a jam here there we go 100 00:05:35,359 --> 00:05:37,919 Alright so now he have his germs 101 00:05:39,455 --> 00:05:45,599 And we wanted to be kind of I don't know my level of the player so maybe we could put two or three 102 00:05:45,855 --> 00:05:46,367 Here 103 00:05:46,879 --> 00:05:47,391 That 104 00:05:47,647 --> 00:05:49,695 My weaker put it to over here 105 00:05:50,975 --> 00:05:51,743 Awesome 106 00:05:52,511 --> 00:05:54,047 And maybe 107 00:05:55,071 --> 00:05:55,839 Couple here 108 00:05:59,167 --> 00:06:02,751 What we reward the player for actually going down the stairs 109 00:06:03,519 --> 00:06:04,543 Mary come 110 00:06:06,079 --> 00:06:08,127 And paste of uriah Heep 111 00:06:12,223 --> 00:06:12,991 Very good 112 00:06:14,271 --> 00:06:15,551 And a couple right here 113 00:06:21,695 --> 00:06:24,767 Ian c Harris keyboard player 114 00:06:25,791 --> 00:06:27,839 Wycombe prayer of Ward 2 player for 115 00:06:29,119 --> 00:06:30,655 In a jumping this gap 116 00:06:31,679 --> 00:06:32,703 Applying to hear 117 00:06:33,471 --> 00:06:36,799 And how about rewarding the player first cap is well 118 00:06:37,823 --> 00:06:43,199 And what I mean by rewarding the players putting a coin somewhere where they 119 00:06:43,455 --> 00:06:49,599 Have a bit of a challenge so another award is rewarding the risk of jumping over here you know you could put one here 120 00:06:50,111 --> 00:06:51,647 And then one migrate here 121 00:06:52,159 --> 00:06:58,303 Prince of an arc so that they can say you know what I'm going to jump back down and go all the way back up just to get these two 122 00:06:58,559 --> 00:07:01,375 It also increases gameplay length so 123 00:07:01,631 --> 00:07:03,935 Honestly doing stuff like that kind of a win-win 124 00:07:05,983 --> 00:07:07,263 Keep going 125 00:07:08,543 --> 00:07:11,871 Alright same down here so we could probably have 126 00:07:12,127 --> 00:07:14,431 I know it's two 3 coins right here 127 00:07:14,687 --> 00:07:18,783 IMovie create a shape with 3 caldercraig shapes with coins actually 128 00:07:19,039 --> 00:07:20,575 Mario does this very well 129 00:07:21,599 --> 00:07:22,623 Ok 130 00:07:23,647 --> 00:07:28,255 And one here one here and maybe createserver narc 131 00:07:29,279 --> 00:07:30,303 For them to jump 132 00:07:31,071 --> 00:07:32,095 In Grand Designs 133 00:07:34,655 --> 00:07:35,935 Where we go 134 00:07:36,191 --> 00:07:42,335 We have some point I was go ahead and tested out in honest it goes I can't I move my start position 135 00:07:43,615 --> 00:07:49,759 With that there any remember we don't need one of the player will be do you want to do is move the spawn 136 00:07:50,015 --> 00:07:52,063 Move the spawn location to here 137 00:07:52,831 --> 00:07:54,879 In the player will automatically appear there 138 00:07:55,135 --> 00:07:55,903 Here we go 139 00:07:56,927 --> 00:07:59,999 This is a start location let's collect some coins 140 00:08:01,279 --> 00:08:04,351 So as you can see there's a certain they really feel like a game 141 00:08:05,631 --> 00:08:09,727 Alright looks like our enemies are interacting with coins 142 00:08:10,495 --> 00:08:16,639 We definitely don't want that so we can fix that in a future section of the game in the intermediate sex 143 00:08:16,895 --> 00:08:18,687 But for now I think you're totally fine 144 00:08:18,943 --> 00:08:20,735 There we go well it's gonna challenging 145 00:08:22,527 --> 00:08:23,551 Can I have the damage them 146 00:08:24,063 --> 00:08:25,855 Or you can obviously punching 147 00:08:26,879 --> 00:08:29,183 I'm just going to test it out year 148 00:08:29,951 --> 00:08:31,743 So stuff like that when you see 149 00:08:31,999 --> 00:08:35,583 That is really difficult to get something like that it's supposed to look like an orc 150 00:08:35,839 --> 00:08:39,679 You can raise a higher to make it a little bit more rewarding say something like right there 151 00:08:40,447 --> 00:08:46,591 Overall everything was scared yes we could just move these and put on like this 152 00:08:46,847 --> 00:08:49,151 That's much more rewarding for the player cos they can actually 153 00:08:49,407 --> 00:08:54,015 Achieve high jump in collect both of those and not feel like they really did something special 154 00:08:54,527 --> 00:08:57,087 Tell about player psychology alright 155 00:08:57,599 --> 00:09:00,927 Movies are in cinema the little bit is that good 156 00:09:01,183 --> 00:09:02,463 Enemies look good 157 00:09:03,231 --> 00:09:09,375 What's going here in adding some scenery as well so we can add in some boxes right now the boxes 158 00:09:09,631 --> 00:09:11,423 I really do anything you can't break them 159 00:09:11,679 --> 00:09:13,471 But at the very least 160 00:09:14,495 --> 00:09:20,639 Remember guys if you're if you're looking for your prefabs don't grab the ones from the PSB 161 00:09:20,895 --> 00:09:22,687 Someone from your prepaid for that we create 162 00:09:23,199 --> 00:09:25,503 Alright so arbox here 163 00:09:26,783 --> 00:09:32,927 We could put it in our other it looks like we've lost a reference I think I lost this reference and actually pushing a lot of this to get 164 00:09:33,183 --> 00:09:37,279 So one of his references got lost some of these Sprite references that last one 165 00:09:37,535 --> 00:09:39,071 Pushing to github but that's ok 166 00:09:39,327 --> 00:09:41,119 Again just got your CD graphics 167 00:09:41,631 --> 00:09:47,775 Go to display and Dragon in there we go our box so I think it's the boxes you know 168 00:09:48,031 --> 00:09:51,871 Look very pretty but they don't really do anything right now we're going to create 169 00:09:52,127 --> 00:09:58,271 No breakable boxes in the intermediate section of the course so for now this looks actually really good 170 00:09:58,527 --> 00:10:00,319 Can I put some boxes around 171 00:10:00,345 --> 00:10:02,632 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 172 00:10:02,634 --> 00:10:04,927 And I can see you know the game really comes to life 173 00:10:05,695 --> 00:10:07,487 Just by adding in 174 00:10:07,743 --> 00:10:10,815 Modular elements like this evening 175 00:10:11,839 --> 00:10:14,655 The three boxes here that looks good 176 00:10:16,703 --> 00:10:18,495 Salah times when you're 177 00:10:18,751 --> 00:10:22,079 Playing a game it just looks so huge rifle to Massive 178 00:10:22,335 --> 00:10:27,199 How do they make this game you know but in reality it's a lot of modular assets 179 00:10:27,455 --> 00:10:31,039 Example of your walking through a forest in animal Call of Duty 180 00:10:31,807 --> 00:10:37,439 You got like three types maybe you can just two on armour in breath of the wild I was actually surprised 181 00:10:37,695 --> 00:10:40,511 By how many trees are identical 182 00:10:40,767 --> 00:10:43,327 Just remember it's ok to duplicate your objects 183 00:10:43,839 --> 00:10:49,983 Now games like hollow Knight do a really good job at ensuring that every single module 184 00:10:50,239 --> 00:10:50,751 It has 185 00:10:51,263 --> 00:10:57,407 I guess the ability to look unique and have a lot of variables or the flipped along the x-axis 186 00:10:57,663 --> 00:10:59,199 To make them look different sell 187 00:10:59,455 --> 00:11:05,599 Just keep in mind some games do it really well some games don't even worry about it it's really up to you how variable you are 188 00:11:05,855 --> 00:11:09,695 We have some boxes playing double check make sure we're looking 189 00:11:09,951 --> 00:11:13,023 I was go heading add some trees as well 190 00:11:13,279 --> 00:11:16,095 I think we could add them to our parallax layer 1 191 00:11:16,607 --> 00:11:22,751 But I know I definitely want them to be behind the ground ok so what I'm going to do is actually 192 00:11:23,263 --> 00:11:26,079 Make it so that we can create another sorting group 193 00:11:27,615 --> 00:11:30,687 In an empty game object scenery 194 00:11:34,015 --> 00:11:35,807 Anime create new sorting group 195 00:11:36,063 --> 00:11:40,159 And I sorted group is going to override this sorting grouped tango default 196 00:11:40,671 --> 00:11:41,439 0 197 00:11:41,951 --> 00:11:45,023 And I believe that they should work so it's go ahead and add are 198 00:11:45,279 --> 00:11:47,583 See he was a tree 199 00:11:48,607 --> 00:11:49,375 Thurles 200 00:11:50,143 --> 00:11:53,727 Had a tree here it looks like we lost the spray reference again 201 00:11:53,983 --> 00:11:56,543 That's ok same sort of thing here 202 00:11:56,799 --> 00:11:59,615 Just drag hr3 pining there we go 203 00:11:59,871 --> 00:12:00,383 Save 204 00:12:00,895 --> 00:12:02,175 It looks like you 205 00:12:02,687 --> 00:12:03,199 Call 206 00:12:04,991 --> 00:12:06,271 It looks like 207 00:12:09,343 --> 00:12:13,183 The Sorting is working properly and that's exactly what we wanted 208 00:12:14,207 --> 00:12:18,559 What school guys is in the intermediate section of the scheme we can actually 209 00:12:18,815 --> 00:12:22,655 Start animating these trees and just have them sort of blow in the wind 210 00:12:23,423 --> 00:12:25,983 And it's going to really bring the game to life 211 00:12:27,263 --> 00:12:31,871 Ok what we add some trees after we done Alex and trees to the background elements here 212 00:12:32,127 --> 00:12:35,199 Are we add entries to the foreground that might go cool 213 00:12:35,455 --> 00:12:36,991 Skin tags like 214 00:12:37,247 --> 00:12:38,527 Christmassy 215 00:12:39,807 --> 00:12:43,391 Christmassy Valentines game I like it 216 00:12:43,647 --> 00:12:45,695 So let's see how may be composed I'm back here 217 00:12:46,207 --> 00:12:47,231 Servant this channel 218 00:12:47,487 --> 00:12:48,767 Set an alarm 219 00:12:49,279 --> 00:12:50,559 I know it's like that 220 00:12:52,095 --> 00:12:56,447 Vehicle end of forget you can flip a lot of bees what I can do is actually 221 00:12:56,703 --> 00:12:58,751 Just so grab some random ones like this 222 00:12:59,775 --> 00:13:02,335 In my hierarchy I just flip the x axis 223 00:13:02,591 --> 00:13:04,895 So what I'm going to do is make them look different 224 00:13:05,407 --> 00:13:07,711 Just a little subtle change 225 00:13:07,967 --> 00:13:10,271 I let it play and see how everything looks 226 00:13:10,527 --> 00:13:16,671 What does s matching behind the trees which we definitely don't want the reason that occurring is because this 227 00:13:16,927 --> 00:13:18,975 Sorting group on parallax layer 1 228 00:13:19,743 --> 00:13:21,279 Is that a default one 229 00:13:21,535 --> 00:13:22,815 What are the players at default 230 00:13:23,071 --> 00:13:23,839 0 231 00:13:25,375 --> 00:13:31,263 Well you can if you can remember on the scenery gameobject here we try to add a sort in group of -1 232 00:13:31,519 --> 00:13:35,359 But the problem is is that parallax layer 1 is overriding 233 00:13:36,383 --> 00:13:38,687 This one because this is a child of this 234 00:13:39,711 --> 00:13:42,015 So we can do is just disable this 235 00:13:42,527 --> 00:13:48,671 And asking is getting more more complicated you can actually move sorting groups to the children instead of being on the parent 236 00:13:48,927 --> 00:13:52,511 S h hair and just make sure that the Sorting group is set to zero here 237 00:13:53,791 --> 00:13:54,815 0 here 238 00:13:55,071 --> 00:13:56,351 And 0 Kia 239 00:13:56,607 --> 00:13:58,655 Battle scenery will be naked wine 240 00:13:58,911 --> 00:14:02,751 So essentially getting the same kind of resources one sorting group here 241 00:14:03,007 --> 00:14:05,311 I was going to put it on here here here and 242 00:14:06,079 --> 00:14:06,591 Here 243 00:14:07,103 --> 00:14:09,663 The are scenery is behind the player now 244 00:14:09,919 --> 00:14:11,455 Take a look and see if that works 245 00:14:14,015 --> 00:14:14,783 Great 246 00:14:15,039 --> 00:14:16,063 Very good 247 00:14:17,855 --> 00:14:19,903 The only thing that's pretty good with arteries 248 00:14:20,159 --> 00:14:26,303 I'd love to see them blowin' in the Wind I cannot want to do the animation now but I need to get 249 00:14:26,559 --> 00:14:32,703 The first level down ok so looks like the boxes are not interacting with the player so we need to add a box Collider to 250 00:14:32,959 --> 00:14:36,031 You guessed it r-box just go ahead and do that really quick 251 00:14:37,055 --> 00:14:37,823 Going to a box 252 00:14:38,591 --> 00:14:41,407 Navigate to we have a box Collider but for some reason 253 00:14:41,663 --> 00:14:44,223 The player cannot jump on the box Collider 254 00:14:44,735 --> 00:14:47,295 We're going to try and figure out why that is 255 00:14:47,807 --> 00:14:52,415 I think it's because the box Collider needs to be in a polygon Collider 256 00:14:54,463 --> 00:14:57,279 Here we go and you can see that it created pretty much 257 00:14:58,047 --> 00:15:00,607 The perfect box box for ASOS go to 258 00:15:01,887 --> 00:15:03,167 Play mode in takeaway 259 00:15:07,263 --> 00:15:13,407 Yep now we can actually walk on the box of Physics object script we used from the Unity 260 00:15:13,919 --> 00:15:16,223 What's like that script requires us 261 00:15:16,479 --> 00:15:17,247 To use 262 00:15:17,759 --> 00:15:21,087 Polygon colliders with can't really use a box Collider 263 00:15:21,599 --> 00:15:24,927 And that's ok there's certain limitations to every class 264 00:15:25,183 --> 00:15:26,463 Especially want to download 265 00:15:26,719 --> 00:15:29,279 So you just keep that in mind when you download scripts 266 00:15:29,791 --> 00:15:35,935 You know it looks really cold the trees when we start having some trees to various elements of 267 00:15:36,191 --> 00:15:40,031 In the parallax late one maybe we can put some inside a parallax layer -1 268 00:15:43,103 --> 00:15:46,687 I just tried it out and see if it looks good 269 00:15:51,039 --> 00:15:52,319 Can we go for one here 270 00:15:52,831 --> 00:15:53,855 Anyone here 271 00:15:54,879 --> 00:15:56,927 When here as well 272 00:15:57,695 --> 00:15:59,231 Just get some depth 273 00:16:01,791 --> 00:16:03,327 Just getting in checking 274 00:16:03,583 --> 00:16:07,423 So these are gonna move at a different rate than the ones in front of them 275 00:16:09,215 --> 00:16:10,495 It's pretty good 276 00:16:10,751 --> 00:16:12,543 Maybe some in the back here right 277 00:16:13,567 --> 00:16:14,079 Pickle 278 00:16:14,591 --> 00:16:17,151 Is it safe and it play and see how it looks 279 00:16:19,455 --> 00:16:20,223 Awesome 280 00:16:20,735 --> 00:16:21,759 Really like that 281 00:16:24,831 --> 00:16:28,415 Any no technically guys we could create more parallax layers if you wanted to 282 00:16:28,671 --> 00:16:34,815 And I might do that in the intermediate section so that the trees in the background actually move at different rate 283 00:16:35,327 --> 00:16:38,911 Then the buildings that might be really cold for now I think this looks totally fine 284 00:16:40,191 --> 00:16:42,751 Let's add some trees to the foreground as well 285 00:16:43,007 --> 00:16:47,103 Now technically guys if you're putting trees in the background 286 00:16:47,615 --> 00:16:48,895 They should actually be sorted 287 00:16:49,151 --> 00:16:50,943 A little bit more white rice 288 00:16:51,199 --> 00:16:57,087 Initials are a fade into this pink or purple here so one of the ways that you could do that 289 00:16:57,343 --> 00:17:03,487 Is you could lower the capacity just a tad like that so that's right 290 00:17:03,743 --> 00:17:04,255 Quick 291 00:17:04,767 --> 00:17:10,911 Just lower the opacity just a bit now it's not I can't make them any more bright right there is white as they can 292 00:17:11,167 --> 00:17:17,055 Hello we're limitation with community and had a huge phone a bit but we can decrease the opacity see that 293 00:17:17,567 --> 00:17:19,103 It's going to make them luck 294 00:17:19,359 --> 00:17:25,503 Like a little bit more faint in the background you don't want to be to transplant that you can see straight from 295 00:17:25,759 --> 00:17:28,319 Yes something like that's fine just a little bit 296 00:17:28,831 --> 00:17:29,855 Play 297 00:17:33,695 --> 00:17:34,207 Yeah 298 00:17:34,463 --> 00:17:37,791 So they look really great in the background looks like we missed one 299 00:17:38,047 --> 00:17:40,351 This one right here isn't actually 300 00:17:40,863 --> 00:17:42,399 Faint Samuel fix that 301 00:17:45,215 --> 00:17:47,775 Solar see here 302 00:17:48,031 --> 00:17:50,591 This one here right there that's why 303 00:17:50,847 --> 00:17:54,175 Solicitor opacity is going to be set or Alpha 304 00:17:54,431 --> 00:17:59,807 Another way of saying capacity to reset a 187 so it's this one to 187 as well 305 00:18:01,599 --> 00:18:03,903 Don't underestimate the value of matching 306 00:18:04,159 --> 00:18:06,207 Colours perfectly guys 307 00:18:06,975 --> 00:18:07,743 Alright so 308 00:18:08,511 --> 00:18:12,351 Parallax lying out of one is done have a parallax layer 2 309 00:18:12,863 --> 00:18:19,007 That includes a 4 grand on here so we could actually put some trees inside of the foreground elements 310 00:18:20,031 --> 00:18:22,079 How about something like 311 00:18:25,151 --> 00:18:28,479 Southern like dad just a bit 312 00:18:28,735 --> 00:18:30,015 I'm making a little bit more 313 00:18:30,271 --> 00:18:31,807 Purple blue 314 00:18:32,319 --> 00:18:33,087 Yeah there we go 315 00:18:33,343 --> 00:18:35,647 When we just get it up just 316 00:18:35,903 --> 00:18:40,255 A little bit we don't want to scale it up too much because you were gonna start seeing some Uprising 317 00:18:41,023 --> 00:18:43,327 But I think that I look pretty cool 318 00:18:43,583 --> 00:18:45,887 Don't underestimate the value 319 00:18:46,911 --> 00:18:48,191 Have a nice 320 00:18:48,703 --> 00:18:52,031 Foreground tree in always makes things feel really alive 321 00:18:52,543 --> 00:18:54,335 Bad guys you don't want to block 322 00:18:54,591 --> 00:18:59,455 Two player like this right one of the best roles you can follow when training for grand elements is 323 00:19:00,223 --> 00:19:06,367 You don't want it to cover the width of the player you always wanted to be a little bit thinner than the player 324 00:19:06,623 --> 00:19:10,719 Really careful here to make just the tips of the tree show hopefully that works 325 00:19:11,999 --> 00:19:12,767 Alright 326 00:19:13,279 --> 00:19:16,863 Think that's enough trees new a couple more right here 327 00:19:17,119 --> 00:19:19,423 Let's do a couple of here as well 328 00:19:20,191 --> 00:19:20,959 Mary Gough 329 00:19:21,983 --> 00:19:23,775 Exposing 330 00:19:24,031 --> 00:19:27,359 I think guys I think we got a really beautiful scene 331 00:19:27,871 --> 00:19:29,407 What's the foreground trees 332 00:19:29,919 --> 00:19:36,063 Well I can't jump so I can see you look I can can't be perfectly covered by this tree 333 00:19:36,319 --> 00:19:41,951 They were following the foreground rule which is never covered a player completely that's just really unfair 334 00:19:42,207 --> 00:19:48,351 Beautiful I'm honestly impressed can it make this gamer full game 335 00:19:48,607 --> 00:19:51,167 So we have some beautiful foreground trees 336 00:19:51,935 --> 00:19:57,567 I kind of want to make more parallax layers and really get things looking really spicy but 337 00:19:57,823 --> 00:20:00,639 I think for now just for the purposes of this video 338 00:20:00,895 --> 00:20:02,431 I don't get too complicated 339 00:20:02,687 --> 00:20:04,735 That looks really cool I like it a lot 340 00:20:04,991 --> 00:20:05,759 Enter now 341 00:20:07,295 --> 00:20:09,087 Let's go ahead and just adding 342 00:20:09,599 --> 00:20:11,391 I know some lamp posts 343 00:20:11,647 --> 00:20:15,487 Remember we're going to add lamp post to parallax layer 1 344 00:20:15,743 --> 00:20:20,095 But we want them to be behind the ground so we're going to put it in the scenery 345 00:20:20,351 --> 00:20:21,119 Folder here 346 00:20:21,375 --> 00:20:25,983 I think it's an empty gameobject but it's a folder access as a folder 347 00:20:26,495 --> 00:20:29,055 NFC here we add in 348 00:20:29,567 --> 00:20:33,663 A few lamp posts without beautiful man it's just really make things pop 349 00:20:34,431 --> 00:20:38,527 So I like to use a sort of an indicator of 350 00:20:38,783 --> 00:20:41,343 A change in the word 351 00:20:41,599 --> 00:20:47,743 Purpose so this would be kinda like maybe a park appear and will move with Adventures so we saw a frame 352 00:20:47,999 --> 00:20:48,767 Set parking 353 00:20:49,279 --> 00:20:53,887 With these lamp posts 354 00:20:54,143 --> 00:20:56,447 I don't like my objects to Enya 355 00:20:56,703 --> 00:21:02,591 Sex with one another especially when they are so similar in size I wouldn't mind doing something like this but 356 00:21:02,847 --> 00:21:06,943 I don't want to do something that's like this right so we can put it right here 357 00:21:07,199 --> 00:21:08,735 And then one re here 358 00:21:09,503 --> 00:21:10,271 Old school 359 00:21:11,039 --> 00:21:14,623 And hey when I put some up here as well to make it look like 360 00:21:15,135 --> 00:21:18,720 There's more world appear than actually is right 361 00:21:19,232 --> 00:21:25,376 Alright let's go ahead and create another zone over here again I use lamp posts in 362 00:21:25,632 --> 00:21:31,776 Scenery to create little zones so this is probably another park and we'll put some fences down here 363 00:21:32,032 --> 00:21:32,800 This would be 364 00:21:34,080 --> 00:21:39,200 What's the taxi take a break from a letter post to maybe put it up here yeah there we go 365 00:21:39,712 --> 00:21:40,736 Alright 366 00:21:40,992 --> 00:21:44,320 Me and this looks great I'm really happy with how this looks 367 00:21:46,624 --> 00:21:48,928 So see you later guys 368 00:21:49,184 --> 00:21:50,208 That's a big no-no 369 00:21:50,720 --> 00:21:56,864 Does weird change it's going on here it just looks weird you never want to get so close to an edge but not intersect 370 00:21:57,120 --> 00:21:59,936 It's just not a good idea so always intersect 371 00:22:00,192 --> 00:22:00,960 America 372 00:22:01,728 --> 00:22:07,872 If something is over top of something make sure the intersection is obvious 373 00:22:08,128 --> 00:22:09,664 Look at it again 374 00:22:13,760 --> 00:22:17,856 Oh well this is a beautiful looking well I wanna live here 375 00:22:19,392 --> 00:22:20,928 I can't wait to do the character art 376 00:22:23,744 --> 00:22:25,792 Music and ambience 377 00:22:26,048 --> 00:22:27,072 Gonna feel great 378 00:22:27,840 --> 00:22:28,608 Alright 379 00:22:30,144 --> 00:22:32,192 Ok jump jump jump 380 00:22:32,448 --> 00:22:37,312 So yeah or lamppost look great when we go head in start adding 381 00:22:37,568 --> 00:22:39,104 Some beds 382 00:22:39,360 --> 00:22:40,640 Hairy girl 383 00:22:41,664 --> 00:22:43,712 Alright so I'll be at yours just dragged the fence 384 00:22:44,224 --> 00:22:46,528 Appear behind 385 00:22:47,040 --> 00:22:47,808 Via 386 00:22:50,880 --> 00:22:51,392 Ground 387 00:22:51,648 --> 00:22:57,792 Talking about when we're designing the fence how we can actually make this sort of loop so we can do is go to draw moana 388 00:22:58,048 --> 00:22:59,584 Waste I'm sorry tired 389 00:23:00,864 --> 00:23:02,912 Director and just drag 390 00:23:03,168 --> 00:23:03,680 Goodnight 391 00:23:03,936 --> 00:23:05,984 So we can have his huge fences 392 00:23:06,752 --> 00:23:09,056 Now you can see this is a couple issue so there's like 393 00:23:09,824 --> 00:23:12,384 Two of these diamond shapes 394 00:23:12,640 --> 00:23:14,944 But honestly doesn't look bad it really doesn't 395 00:23:15,200 --> 00:23:17,760 I want if I can make the order in Layer 396 00:23:18,272 --> 00:23:20,832 0 maybe there we go 397 00:23:21,600 --> 00:23:23,136 May be negative OCR 398 00:23:23,904 --> 00:23:27,488 Yeah I think I think 0 is great cause I can want to appear behind the trees 399 00:23:28,000 --> 00:23:30,048 It's awesome to Daleks good 400 00:23:30,304 --> 00:23:31,840 Are we go ahead in 401 00:23:32,608 --> 00:23:37,216 Make another fence so something down here now it's awesome I really like that 402 00:23:39,520 --> 00:23:43,616 So hopefully goes of learning why were using these parallax layer groups 403 00:23:43,872 --> 00:23:50,016 Because it really helps us not go crazy because there's a lot of game objects right now there are 8 on a game of 404 00:23:51,296 --> 00:23:54,368 Alright that's good I see her 405 00:23:56,160 --> 00:23:57,696 Sometimes 406 00:23:58,208 --> 00:24:01,280 You want to make it look a little bit more clean till it again there 407 00:24:02,816 --> 00:24:05,376 Yeah there we go flip the x-axis and 408 00:24:06,400 --> 00:24:07,680 Call Ray here maybe 409 00:24:08,192 --> 00:24:08,960 It's alright 410 00:24:09,216 --> 00:24:14,592 We had is called fences and eventually as a lot doesn't it just those tiny little details 411 00:24:14,848 --> 00:24:20,736 Make a World feel alive so I'm not a huge fan of having a whole other fence here 412 00:24:20,992 --> 00:24:23,552 If I do something like this I just want to be careful 413 00:24:23,808 --> 00:24:29,184 Not to use up too much empty space behind something that doesn't even exist and 414 00:24:29,696 --> 00:24:31,232 Transfer 415 00:24:32,512 --> 00:24:33,280 How about 1 here 416 00:24:35,328 --> 00:24:36,096 Sweet 417 00:24:39,680 --> 00:24:43,520 Hey let's elephant over here we go I just drag over work 418 00:24:44,288 --> 00:24:45,312 Nice long fence 419 00:24:46,592 --> 00:24:49,152 Save it out and I think that's 420 00:24:49,920 --> 00:24:53,504 All of the scenery we can create right just double check 421 00:24:56,320 --> 00:24:56,832 Yeah 422 00:24:58,880 --> 00:25:02,976 Looks like this is all of the scenery we're going to create for this world play here 423 00:25:05,536 --> 00:25:07,072 And take a look at our world 424 00:25:08,864 --> 00:25:11,680 Beautiful really looks pretty I like it a lot 425 00:25:12,704 --> 00:25:16,544 I want to add some snow and you really cool if there is snow 426 00:25:17,056 --> 00:25:19,360 Hanging out on the rooftops here 427 00:25:21,152 --> 00:25:22,432 Whoa whoa 428 00:25:22,688 --> 00:25:28,832 So we can go ahead and add a locked door to our ground so it's add are locked door 429 00:25:29,088 --> 00:25:29,600 Prefab 430 00:25:29,856 --> 00:25:30,624 Here we go 431 00:25:31,648 --> 00:25:36,000 What's $0 where is it 432 00:25:36,768 --> 00:25:41,888 And I'm going to just go ahead and dragged into here now I definitely want us to be behind 433 00:25:42,912 --> 00:25:43,936 This here 434 00:25:44,192 --> 00:25:45,728 And I'll take it is so good 435 00:25:46,240 --> 00:25:47,520 Alright 436 00:25:48,800 --> 00:25:50,080 Swivel at door 437 00:25:50,848 --> 00:25:52,896 We have a key or here 438 00:25:53,920 --> 00:25:55,712 Plenty of enemies 439 00:25:56,224 --> 00:26:00,064 And overall everything looks great except for a few things 440 00:26:00,320 --> 00:26:02,368 So one of the things you might notice 441 00:26:03,136 --> 00:26:03,904 Is 442 00:26:04,928 --> 00:26:08,256 The resolutions of little low is it perfect 443 00:26:08,512 --> 00:26:10,560 Especially if you got like 4K here 444 00:26:11,072 --> 00:26:12,096 So 445 00:26:13,120 --> 00:26:14,912 3840 x 2160 446 00:26:15,168 --> 00:26:16,704 Just doesn't look crisp right 447 00:26:17,472 --> 00:26:22,336 Believing in our God we can actually make the max texture size even bigger 448 00:26:23,360 --> 00:26:29,504 So go ahead and select your city graphics PSB and set it to 8192 449 00:26:29,760 --> 00:26:31,040 And then he'll apply 450 00:26:32,832 --> 00:26:37,696 I remember you want to use crunch compress compression so go ahead in Sylhet 451 00:26:38,208 --> 00:26:42,304 French compression and then just said it the quality to 100 452 00:26:43,840 --> 00:26:44,352 Ian 453 00:26:44,864 --> 00:26:49,472 No you can't recall this later before now I want a nice crisp image 454 00:26:49,984 --> 00:26:55,360 And I think that ringing up the max texture size is giving allow all about art to be a lot bigger 455 00:26:55,872 --> 00:26:56,640 And cleaner 456 00:26:56,896 --> 00:26:58,944 As you can see everything I like Chris Brown 457 00:26:59,456 --> 00:27:05,600 Now do you see any weird artefacts going on here to worry too much about that because I know they were used 458 00:27:05,856 --> 00:27:12,000 French compression the reason why using French compression is because we want to reduce the size of these images what I mean by sizes 459 00:27:12,256 --> 00:27:14,560 File size of these images because we y 460 00:27:14,816 --> 00:27:18,400 We don't want to go so crazy that the RAM gets like 461 00:27:18,656 --> 00:27:21,728 Maxed out on Nintendo switch for example 462 00:27:21,984 --> 00:27:26,080 So I think that's great especially when we start adding image effects in stuff to the scene 463 00:27:26,336 --> 00:27:27,872 It's going to look a lot better 464 00:27:28,640 --> 00:27:32,224 Before we go ahead and start creating our character 465 00:27:32,480 --> 00:27:34,784 Design in animation 466 00:27:35,040 --> 00:27:35,808 For the player 467 00:27:36,832 --> 00:27:42,208 Mm that everything is cleaned up in my product I like everything to look clean and 468 00:27:42,720 --> 00:27:47,072 Well put together and organised before I take a big next step 469 00:27:47,584 --> 00:27:48,096 So 470 00:27:48,352 --> 00:27:49,632 The first thing to do is 471 00:27:50,144 --> 00:27:52,960 Actually delete this level 1 PSP 472 00:27:53,216 --> 00:27:54,496 This was actually used 473 00:27:54,752 --> 00:27:58,336 Just to get our bearings and put together a very basic 474 00:27:58,592 --> 00:28:00,128 Core 2 the game 475 00:28:00,640 --> 00:28:04,736 You recall we created this during the beginner's section of this course 476 00:28:05,248 --> 00:28:08,320 So I'm going to delete this and I'll see a reason to use it 477 00:28:09,856 --> 00:28:11,136 Your nearest player 478 00:28:11,392 --> 00:28:12,928 Disappears and that's ok 479 00:28:13,184 --> 00:28:15,232 We're going to be creating player graphics 480 00:28:15,488 --> 00:28:16,512 In just a bit here 481 00:28:17,536 --> 00:28:18,048 Ok 482 00:28:19,584 --> 00:28:23,424 We also have this weird folder here called other I don't need that delete that 483 00:28:24,448 --> 00:28:27,264 And everything else seems pretty clean 484 00:28:29,056 --> 00:28:30,592 To anything else I need to do 485 00:28:31,360 --> 00:28:37,504 I see here I think we have some prefabs that we don't need anymore the gate I don't actually you 486 00:28:37,760 --> 00:28:41,344 Anymore because I now have one in the city prefabs 487 00:28:41,600 --> 00:28:44,160 Call Matt door so many delete the gate 488 00:28:44,416 --> 00:28:50,560 I'm not going to use ground one because we now have a ground one associated with a city profound 489 00:28:50,816 --> 00:28:55,424 You can remember a lot of these prefabs here were created when we first 490 00:28:55,936 --> 00:28:57,472 Will putting together the core 491 00:28:57,984 --> 00:29:02,080 And that was in the beginning section so I'm just going to clear out a few of these things here 492 00:29:02,336 --> 00:29:05,152 Platform I don't really need that anymore 493 00:29:06,432 --> 00:29:08,224 Because again were using these 494 00:29:08,992 --> 00:29:10,528 Cranes as platforms 495 00:29:11,552 --> 00:29:12,832 Let's see here 496 00:29:13,856 --> 00:29:15,904 Anything else I need to delete 497 00:29:19,744 --> 00:29:22,560 Looks good building for Grande We Don't Need That Anymore 498 00:29:23,584 --> 00:29:25,888 Building BG We Don't Need That Anymore 499 00:29:26,912 --> 00:29:28,448 We also don't need building 500 00:29:29,984 --> 00:29:36,128 Socially we just deleted the prefabs there are more specific to this seen that are now 501 00:29:36,384 --> 00:29:37,664 The city prefabs 502 00:29:37,920 --> 00:29:38,688 Folder 503 00:29:39,968 --> 00:29:41,504 Alright we should be girl 504 00:29:41,760 --> 00:29:44,832 To start creating character art for the player 505 00:29:45,088 --> 00:29:46,624 It looks like we have some 506 00:29:46,880 --> 00:29:48,928 Stray fences here 507 00:29:49,440 --> 00:29:52,000 Thought I had and drag goes into layer 1 508 00:29:52,768 --> 00:29:53,792 Into the scenery 509 00:29:54,560 --> 00:29:55,584 Alright 510 00:29:56,096 --> 00:29:57,888 Ok now we are good to go 511 00:29:58,400 --> 00:30:00,192 And ready to start in a meeting 512 00:30:00,448 --> 00:30:00,960 IPlayer 40492

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