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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,048 Now that we've got our editors 2 00:00:02,304 --> 00:00:05,376 What's not working on a basic character that 3 00:00:05,888 --> 00:00:06,400 Control 4 00:00:06,656 --> 00:00:09,216 So for this course we're going to be using 5 00:00:09,472 --> 00:00:10,752 I Kenny assets 6 00:00:11,008 --> 00:00:12,032 Now if you're unaware 7 00:00:12,288 --> 00:00:13,568 Kenney.nl 8 00:00:13,824 --> 00:00:19,968 Is there a website where you can download all kinds of assets that are free for any use that you'd like to 9 00:00:20,224 --> 00:00:21,248 Time for sulphur 10 00:00:21,504 --> 00:00:22,272 Personal 11 00:00:22,528 --> 00:00:23,296 Commercial 12 00:00:23,552 --> 00:00:24,064 Education off 13 00:00:24,320 --> 00:00:24,832 Purposes 14 00:00:25,088 --> 00:00:26,880 So because this licence is so 15 00:00:28,160 --> 00:00:29,696 Use this asset pack 16 00:00:29,952 --> 00:00:31,232 In this course and this is 17 00:00:31,488 --> 00:00:33,024 Tiny Dungeon asset pack 18 00:00:33,536 --> 00:00:37,888 So I've attached this asset pack as a resource to this lesson 19 00:00:38,144 --> 00:00:41,984 But if you'd like to go to the website and download it yourself you can go to 20 00:00:42,240 --> 00:00:43,520 Kenney.nl 21 00:00:43,776 --> 00:00:45,056 Slash 22 00:00:45,312 --> 00:00:45,824 Slash 23 00:00:46,080 --> 00:00:46,592 Tony Dunne 24 00:00:47,104 --> 00:00:49,664 So I'm going to download this again this asset 25 00:00:49,920 --> 00:00:50,944 Is available 26 00:00:51,200 --> 00:00:51,712 Play resource 27 00:00:51,968 --> 00:00:53,760 This lesson so you can download it from there 28 00:00:54,016 --> 00:01:00,141 Ok once you've got that downloaded go ahead and extract that using your zip extractor of 29 00:01:00,143 --> 00:01:02,619 Subtitled by online-courses.club We compress knowledge for you! 30 00:01:02,620 --> 00:01:02,208 And we've got this photo now 31 00:01:02,464 --> 00:01:02,976 Kenny 32 00:01:03,232 --> 00:01:04,512 I need Dungeon now we've got 33 00:01:04,768 --> 00:01:05,280 A couple of 34 00:01:05,536 --> 00:01:07,840 Folders in here we've got time 35 00:01:08,096 --> 00:01:08,608 Tilemap 36 00:01:08,864 --> 00:01:10,912 Tiles as well as the licence 37 00:01:11,168 --> 00:01:12,192 And some other 38 00:01:13,728 --> 00:01:15,008 I'm going to go into the tiles 39 00:01:15,264 --> 00:01:19,360 I'm going to go into the tilemap directory and open 40 00:01:19,616 --> 00:01:20,640 The child 41 00:01:20,896 --> 00:01:25,504 Dad png and we can zoom in quite a bit and take a look at what we've 42 00:01:26,016 --> 00:01:28,576 So you can see that we've got some dirt tiles 43 00:01:28,832 --> 00:01:30,112 We've also got 44 00:01:30,368 --> 00:01:33,184 Basic Dungeon tiles here some doors 45 00:01:33,440 --> 00:01:34,464 Some railroad share 46 00:01:34,976 --> 00:01:35,488 Chess 47 00:01:35,744 --> 00:01:36,768 And very 48 00:01:37,280 --> 00:01:38,304 Of Weapons 49 00:01:38,560 --> 00:01:40,096 And then we've got a bunch of car 50 00:01:40,608 --> 00:01:41,120 In the la 51 00:01:41,376 --> 00:01:42,144 Inside him 52 00:01:42,400 --> 00:01:45,984 So what I want you to do is decide which of these characters you were 53 00:01:46,240 --> 00:01:47,264 To be your main 54 00:01:47,520 --> 00:01:51,360 Character and then go ahead and find that character in history 55 00:01:51,872 --> 00:01:52,640 So we go back 56 00:01:52,896 --> 00:01:54,432 To the tiles directory 57 00:01:54,688 --> 00:01:59,040 And these are all the individual tiles there just been named with numbers so we can 58 00:01:59,296 --> 00:02:01,088 To figure out which character went to you 59 00:02:01,344 --> 00:02:03,392 I think I'm going to go with the classic now 60 00:02:03,648 --> 00:02:05,184 Which is really small but 61 00:02:05,440 --> 00:02:07,488 Can see if God tile underscore 62 00:02:07,744 --> 00:02:08,768 009 63 00:02:10,560 --> 00:02:11,840 I'm going to do something to grab 64 00:02:12,096 --> 00:02:12,608 This 65 00:02:12,864 --> 00:02:14,656 Tile 0096 66 00:02:15,424 --> 00:02:16,704 Get a bring it over 67 00:02:16,960 --> 00:02:18,752 Into the Adele by clicking and dragging 68 00:02:19,008 --> 00:02:20,800 I'm just going to drop it in the file 69 00:02:21,568 --> 00:02:22,592 Number for it 70 00:02:22,848 --> 00:02:24,640 I'm a create a new folder 71 00:02:24,896 --> 00:02:25,408 London 72 00:02:25,664 --> 00:02:26,688 The rest 73 00:02:27,712 --> 00:02:28,480 Create a new folder 74 00:02:28,736 --> 00:02:29,504 And college 75 00:02:30,784 --> 00:02:31,296 To grab 76 00:02:31,552 --> 00:02:33,600 Style 0096 in movie 77 00:02:33,856 --> 00:02:34,368 To ask 78 00:02:34,624 --> 00:02:35,392 I'm going to 79 00:02:35,648 --> 00:02:36,928 A new folder under app 80 00:02:37,440 --> 00:02:37,952 I'm going to 81 00:02:38,464 --> 00:02:38,976 Player 82 00:02:39,232 --> 00:02:40,768 And I'm going to put that playlist 83 00:02:41,536 --> 00:02:42,560 To the player directory 84 00:02:42,816 --> 00:02:43,840 And then I'm going to write 85 00:02:44,608 --> 00:02:45,888 Tile 009 86 00:02:46,400 --> 00:02:47,680 I'm going to rename this 87 00:02:48,960 --> 00:02:49,728 So 88 00:02:49,984 --> 00:02:51,008 Word about 89 00:02:51,264 --> 00:02:51,776 The file 90 00:02:52,288 --> 00:02:55,872 This restaurant directory resembles any pads 91 00:02:56,128 --> 00:02:56,896 Relative 92 00:02:57,152 --> 00:02:58,176 To your 93 00:02:59,456 --> 00:03:00,736 If I go to my directory 94 00:03:00,992 --> 00:03:01,760 Ms Project 95 00:03:02,016 --> 00:03:05,856 We've got the project I can do here and now you can see that we've got 96 00:03:06,112 --> 00:03:07,136 Assets folder 97 00:03:07,392 --> 00:03:07,904 Right 98 00:03:08,160 --> 00:03:09,440 This restaurant 99 00:03:09,696 --> 00:03:10,976 Is relative to the location 100 00:03:11,232 --> 00:03:12,000 Of York 101 00:03:13,280 --> 00:03:14,816 And it is used to rest 102 00:03:15,072 --> 00:03:15,840 Resources 103 00:03:16,096 --> 00:03:17,888 Within this 104 00:03:18,400 --> 00:03:21,728 Another reason that we do it this way instead of using a traditional file system 105 00:03:21,984 --> 00:03:25,568 Is because this is the Godot universal way of loading 106 00:03:25,824 --> 00:03:26,336 Andres 107 00:03:26,848 --> 00:03:27,360 Reiss 108 00:03:27,872 --> 00:03:30,432 When you export your game all the resources will get power 109 00:03:30,688 --> 00:03:31,200 2 into 8 110 00:03:32,480 --> 00:03:33,248 Which ghetto 111 00:03:33,504 --> 00:03:34,272 Turn down 112 00:03:34,528 --> 00:03:35,040 Using 113 00:03:35,552 --> 00:03:36,064 Resource pack 114 00:03:36,576 --> 00:03:38,624 Black woollen more about that in the future 115 00:03:38,880 --> 00:03:39,904 Let's get started 116 00:03:40,160 --> 00:03:40,672 Creating 117 00:03:40,928 --> 00:03:43,744 Play so what we've got here is we got the scene 118 00:03:44,000 --> 00:03:45,536 Team tab allows you 119 00:03:45,792 --> 00:03:46,304 Create 120 00:03:46,816 --> 00:03:47,328 SIA 121 00:03:47,584 --> 00:03:48,864 You're coming from unit 122 00:03:49,120 --> 00:03:50,144 Seem maybe a little 123 00:03:50,912 --> 00:03:52,704 Injured lyc 124 00:03:52,960 --> 00:03:54,496 Is any collection of 125 00:03:55,008 --> 00:03:55,520 That is so 126 00:03:55,776 --> 00:03:56,288 205 127 00:03:56,544 --> 00:03:59,360 So you're seeing can be an entire environment 128 00:03:59,616 --> 00:04:03,456 What you're saying can also be individual enemies 129 00:04:03,712 --> 00:04:04,224 Prague 130 00:04:04,736 --> 00:04:05,248 Spell 131 00:04:05,504 --> 00:04:06,528 Abilities item 132 00:04:06,784 --> 00:04:07,296 That kind 133 00:04:07,808 --> 00:04:10,624 Basically a scene is just a collection of nose 134 00:04:10,880 --> 00:04:13,184 That work together in some way 135 00:04:13,440 --> 00:04:18,815 And you can have a large saying that is a collection of many nodes and many other 136 00:04:19,071 --> 00:04:19,583 Scene 137 00:04:20,863 --> 00:04:21,375 You can have 138 00:04:21,631 --> 00:04:22,399 Your own 139 00:04:22,655 --> 00:04:23,423 Small scene 140 00:04:23,935 --> 00:04:24,447 The funeral 141 00:04:24,959 --> 00:04:26,751 So you'll see how that works as we get in 142 00:04:27,007 --> 00:04:30,591 Such a radar player seen what I'm going to do if I'm going to click other now 143 00:04:31,103 --> 00:04:34,175 And these are all of the Node and node 2D 144 00:04:34,687 --> 00:04:35,199 Control now 145 00:04:35,967 --> 00:04:36,735 That we can 146 00:04:37,247 --> 00:04:41,855 A project there is a lot here each node in this window 147 00:04:42,367 --> 00:04:42,879 Distinct 148 00:04:43,135 --> 00:04:43,903 Piece of fun 149 00:04:44,927 --> 00:04:47,231 In a way that creates our player is work going 150 00:04:47,743 --> 00:04:48,767 Compose are play 151 00:04:49,023 --> 00:04:50,047 With multiple 152 00:04:50,303 --> 00:04:51,071 Types of 153 00:04:51,583 --> 00:04:53,375 So what do we do with our play 154 00:04:53,631 --> 00:04:54,143 We need to 155 00:04:54,399 --> 00:04:55,167 Player 156 00:04:55,423 --> 00:04:56,447 To move 157 00:04:56,703 --> 00:04:57,215 Are we due 158 00:04:57,471 --> 00:05:00,799 Or going to do as we're going to use a character body to die 159 00:05:01,055 --> 00:05:03,359 Which is nested under node 2D 160 00:05:03,615 --> 00:05:05,151 And under physics 161 00:05:05,919 --> 00:05:07,711 I want a character body to die 162 00:05:07,967 --> 00:05:10,271 Is it allows us to move a character 163 00:05:10,527 --> 00:05:12,063 They can collide with 164 00:05:12,319 --> 00:05:13,855 To rain in the 165 00:05:14,111 --> 00:05:17,439 What is otherwise unaffected by other physics such 166 00:05:17,695 --> 00:05:18,463 Gravity 167 00:05:18,719 --> 00:05:19,743 Or friction 168 00:05:20,767 --> 00:05:24,607 I'm going to double click the character body today and that becomes our 169 00:05:24,863 --> 00:05:28,447 No the here now you'll notice that there is really nothing to look 170 00:05:28,703 --> 00:05:31,007 That's because we haven't added in May 171 00:05:31,263 --> 00:05:32,031 4 Vision 172 00:05:32,287 --> 00:05:33,823 I'm going to go ahead in right 173 00:05:34,079 --> 00:05:35,359 On the character buddy today 174 00:05:35,615 --> 00:05:37,151 Quick add child no 175 00:05:37,407 --> 00:05:39,199 This will bring out the exact same day 176 00:05:39,711 --> 00:05:42,015 Now we need to be able to display 177 00:05:43,039 --> 00:05:44,063 The player sprite 178 00:05:44,319 --> 00:05:45,855 So we can do as we can scroll down 179 00:05:46,111 --> 00:05:46,879 Until we find 180 00:05:47,135 --> 00:05:47,647 Do you spray 181 00:05:47,903 --> 00:05:48,415 2D 182 00:05:48,671 --> 00:05:51,743 I'm going to go ahead and click that we got a Sprite 2D now 183 00:05:51,999 --> 00:05:53,791 Now when you click on a note 184 00:05:54,047 --> 00:05:57,631 It will show different properties in the inspector 185 00:05:57,887 --> 00:05:58,911 Here on the bar 186 00:05:59,167 --> 00:06:00,447 Depending on 187 00:06:00,703 --> 00:06:01,983 What type of no 188 00:06:03,007 --> 00:06:08,895 So when you cut a character body to deselected you will see under this heading in the inspector character body 2 189 00:06:09,407 --> 00:06:11,199 You'll see motion mode up to 190 00:06:11,455 --> 00:06:12,479 Sensor light on ceiling 191 00:06:12,735 --> 00:06:13,503 More settings 192 00:06:13,759 --> 00:06:15,295 Will get into all of them 193 00:06:15,551 --> 00:06:18,879 These are properties that are specific to the care too 194 00:06:20,671 --> 00:06:22,207 You can see that we see a totally 195 00:06:22,463 --> 00:06:22,975 Set 196 00:06:24,511 --> 00:06:25,279 We've got a text 197 00:06:25,791 --> 00:06:27,071 We've got some offset setting 198 00:06:28,351 --> 00:06:28,863 Andrija 199 00:06:29,375 --> 00:06:31,423 Both of these are now 200 00:06:31,679 --> 00:06:34,751 Which means that they also inherit 201 00:06:35,007 --> 00:06:36,799 Whatever Properties Ltd 2D 202 00:06:37,311 --> 00:06:40,895 And no duties are the basic representation of something 203 00:06:41,663 --> 00:06:42,175 World 204 00:06:42,431 --> 00:06:43,711 So as such 205 00:06:43,967 --> 00:06:44,479 They have 206 00:06:44,735 --> 00:06:45,247 Position 207 00:06:45,503 --> 00:06:47,039 Rotation scale 208 00:06:47,807 --> 00:06:48,319 Proper 209 00:06:48,575 --> 00:06:50,879 Going even further into the inheritor 210 00:06:51,135 --> 00:06:53,695 No two days are also canvas 211 00:06:54,207 --> 00:06:55,743 And canvas items give you some 212 00:06:56,255 --> 00:06:56,767 Drawing 213 00:06:57,023 --> 00:06:57,791 Manipulate 214 00:06:58,047 --> 00:06:59,071 Capabilities 215 00:06:59,327 --> 00:07:00,351 Changing the visible 216 00:07:00,607 --> 00:07:03,679 Or changing the colour via the module 8 and then 217 00:07:03,935 --> 00:07:08,543 Every note in guitar inherit from the base type of nose 218 00:07:08,799 --> 00:07:09,567 Which has 219 00:07:10,079 --> 00:07:11,359 Full of properties here as well 220 00:07:11,615 --> 00:07:15,199 We don't need to get into all day but I think what's important to understand is 221 00:07:15,455 --> 00:07:16,991 There is a chain of an era 222 00:07:17,759 --> 00:07:18,271 So 223 00:07:18,527 --> 00:07:20,575 The spray 2D is armour 224 00:07:20,831 --> 00:07:21,343 Specific 225 00:07:21,599 --> 00:07:22,623 Set of properties 226 00:07:22,879 --> 00:07:25,951 It inherits the properties of all of the nodes 227 00:07:26,207 --> 00:07:27,487 That are it ends 228 00:07:27,743 --> 00:07:30,559 So I didn't Harris properties from no duty from Canada 229 00:07:31,071 --> 00:07:32,095 And from nose 230 00:07:32,607 --> 00:07:34,143 You can actually see this in 231 00:07:34,399 --> 00:07:34,911 Inspector 232 00:07:35,423 --> 00:07:39,519 You see how this everything is nested under node because everything is 233 00:07:39,775 --> 00:07:45,919 So I can explain the Node and then I can see what the breakdown is you can see that all control notes 234 00:07:46,175 --> 00:07:47,967 All no two days are in Harrow 235 00:07:48,223 --> 00:07:49,247 From cannabis 236 00:07:49,759 --> 00:07:50,271 And then 237 00:07:50,527 --> 00:07:53,087 All of these no two days are inherited from the 238 00:07:53,343 --> 00:07:53,855 No delete 239 00:07:54,111 --> 00:07:56,927 If that doesn't make sense at the moment don't worry it will 240 00:07:57,183 --> 00:07:57,695 Start to make 241 00:07:57,951 --> 00:07:58,719 As we get into 242 00:07:58,975 --> 00:08:01,279 Got a character body today in our sprouts 243 00:08:01,535 --> 00:08:03,583 Before we do anything for the time 244 00:08:04,095 --> 00:08:04,607 Where is I'm going 245 00:08:05,631 --> 00:08:06,143 Save this 246 00:08:06,399 --> 00:08:08,959 And what I'm going to do as I'm going to click into the app 247 00:08:09,215 --> 00:08:10,239 I'm going to go into player 248 00:08:10,495 --> 00:08:11,263 And I'm going to sleep 249 00:08:11,519 --> 00:08:13,055 Player that tsyn in 250 00:08:13,823 --> 00:08:17,151 I'm going to rename the route now the character body to die by double clicking 251 00:08:17,407 --> 00:08:18,687 And then click and then type 252 00:08:19,199 --> 00:08:21,247 Player now what I am going to do it 253 00:08:21,503 --> 00:08:23,807 I named this folder assets over here 254 00:08:24,063 --> 00:08:26,623 We're going to write like that real name in all colours 255 00:08:27,391 --> 00:08:28,415 Now we got seen 256 00:08:28,671 --> 00:08:29,695 Player player 257 00:08:29,951 --> 00:08:31,231 Employer ATS 258 00:08:31,487 --> 00:08:35,071 This project is we're going to put all of the acid 259 00:08:35,327 --> 00:08:35,839 Screw 260 00:08:36,095 --> 00:08:36,863 Etc 261 00:08:37,119 --> 00:08:37,887 TL 262 00:08:38,143 --> 00:08:38,655 To the play 263 00:08:38,911 --> 00:08:39,935 Give me play a folder 264 00:08:40,191 --> 00:08:41,471 So returning to h 265 00:08:41,727 --> 00:08:42,239 Player 266 00:08:42,495 --> 00:08:43,519 Seen with 267 00:08:43,775 --> 00:08:46,079 What are sprites 2D which does not yet have a tear 268 00:08:46,335 --> 00:08:47,871 So let's select the Sprite 2D 269 00:08:48,383 --> 00:08:49,663 And drag H players 270 00:08:50,431 --> 00:08:51,711 Over to the top 271 00:08:51,967 --> 00:08:52,479 Texture 272 00:08:52,991 --> 00:08:54,271 And here is our first 273 00:08:54,527 --> 00:08:55,039 Bravo 274 00:08:55,295 --> 00:08:56,831 You can see that are Sprite is 275 00:08:57,087 --> 00:08:57,599 Very 276 00:08:57,855 --> 00:08:58,367 Very 277 00:08:58,879 --> 00:09:00,671 Mrs because we don't have the right 278 00:09:01,951 --> 00:09:03,231 So we're going to go to Prague 279 00:09:03,487 --> 00:09:03,999 Prada 280 00:09:04,511 --> 00:09:05,023 Settings 281 00:09:05,279 --> 00:09:07,071 Renee go to the rendering texture 282 00:09:07,327 --> 00:09:07,839 Section 283 00:09:08,095 --> 00:09:10,143 Here and we've got our diff 284 00:09:10,399 --> 00:09:11,935 Texture filter which is linear 285 00:09:12,191 --> 00:09:14,751 For pixel art what we want to do is we want to use an 286 00:09:15,519 --> 00:09:17,311 So we're going to send that to nearest and clothes 287 00:09:17,567 --> 00:09:19,103 And now we've got our crew 288 00:09:19,359 --> 00:09:19,871 Pixel 289 00:09:20,383 --> 00:09:22,943 Over-the-counter what we're gonna do is we're going to change 290 00:09:23,455 --> 00:09:25,759 The offset as well so the fee 291 00:09:26,015 --> 00:09:26,783 Of the player 292 00:09:27,039 --> 00:09:28,575 R&B origin 293 00:09:28,831 --> 00:09:29,343 Position 294 00:09:29,855 --> 00:09:32,671 And the reason that were doing this is because this is going to help us 295 00:09:33,183 --> 00:09:33,695 With her 296 00:09:34,207 --> 00:09:34,975 Draw or 297 00:09:35,487 --> 00:09:36,511 Stuff in the future 298 00:09:36,767 --> 00:09:40,095 Let's go ahead and you can go to the offset that why properly 299 00:09:40,607 --> 00:09:42,911 If you hold ctrl and then click 300 00:09:43,167 --> 00:09:46,495 Hold down your left Mouse button and drag to the laugh 301 00:09:46,751 --> 00:09:48,799 You can do increments of 302 00:09:49,055 --> 00:09:49,567 1 303 00:09:50,079 --> 00:09:51,615 So if you move your mouse to the right 304 00:09:51,871 --> 00:09:52,383 You can do 305 00:09:52,639 --> 00:09:54,943 Plus one and if you're moving a laugh you can 306 00:09:55,967 --> 00:09:58,783 So by doing that I've done negative 307 00:09:59,039 --> 00:10:00,319 Pixel offset for a car 308 00:10:00,345 --> 00:10:02,504 Subtitled by online-courses.club We compress knowledge for you! 309 00:10:02,505 --> 00:10:01,599 Which parts 310 00:10:02,367 --> 00:10:03,135 Right 311 00:10:03,647 --> 00:10:04,159 The Aura 312 00:10:04,927 --> 00:10:06,975 Let's go ahead and add hours 313 00:10:07,487 --> 00:10:08,511 So right click 314 00:10:09,023 --> 00:10:10,047 Route planner 315 00:10:10,303 --> 00:10:11,583 Click our child 316 00:10:12,095 --> 00:10:12,863 And then 317 00:10:13,119 --> 00:10:13,631 Go ahead 318 00:10:13,887 --> 00:10:14,655 Search for 319 00:10:14,911 --> 00:10:15,935 Collision shape 320 00:10:16,191 --> 00:10:17,983 To add that collision 321 00:10:18,239 --> 00:10:22,335 2D into your place and then in the shape proper 322 00:10:22,591 --> 00:10:23,103 Let's 323 00:10:23,359 --> 00:10:23,871 Click that 324 00:10:24,127 --> 00:10:26,431 And then create a new circle 325 00:10:26,687 --> 00:10:30,015 And that's going to draw a blue circle which represent 326 00:10:30,271 --> 00:10:31,807 The shape that will be 327 00:10:32,575 --> 00:10:33,087 The collisions 328 00:10:33,343 --> 00:10:37,695 So what I'm going to do is I'm going to align this in such a way that the radio 329 00:10:37,951 --> 00:10:38,975 Just touches 330 00:10:39,231 --> 00:10:39,743 Origin 331 00:10:39,999 --> 00:10:40,767 So first 332 00:10:41,023 --> 00:10:41,791 Click on 333 00:10:42,047 --> 00:10:43,327 Call shape 2D resource 334 00:10:43,583 --> 00:10:46,399 Turn down the radio to something that looks a little bit 335 00:10:46,655 --> 00:10:48,191 Better maybe sick 336 00:10:48,447 --> 00:10:51,775 Sounds good actually was 25 and so that are Newry 337 00:10:52,031 --> 00:10:54,847 And then what I'm going to do is I'm going to move this collision 338 00:10:55,359 --> 00:10:55,871 Musings 339 00:10:56,383 --> 00:10:58,943 Transform position property of the notary 340 00:10:59,455 --> 00:11:03,039 So select your colours and shape scroll down to transform 341 00:11:03,295 --> 00:11:09,439 Position and by the way if you want your editor to look like mine where there is no folding 342 00:11:09,951 --> 00:11:10,975 Guiding go to Aldi 343 00:11:11,231 --> 00:11:11,999 Under settings 344 00:11:12,255 --> 00:11:13,791 Search for disabled 345 00:11:14,303 --> 00:11:14,815 Folding 346 00:11:15,071 --> 00:11:16,607 And I have this on 347 00:11:16,863 --> 00:11:18,399 So if you'd like to turn it on 348 00:11:18,655 --> 00:11:24,799 So that everything is visible all the time in the inspector go ahead and do so but if not you'll just have to 349 00:11:25,055 --> 00:11:26,335 Fold certainly 350 00:11:26,591 --> 00:11:27,359 To find what you're 351 00:11:27,871 --> 00:11:29,407 So get the transform position 352 00:11:29,663 --> 00:11:32,223 Somebody use that same trick I'm going to hold control 353 00:11:32,479 --> 00:11:33,247 And I'm going to 354 00:11:33,503 --> 00:11:35,551 Click and hold on the light property 355 00:11:35,807 --> 00:11:37,087 I'm just going to drag 356 00:11:37,343 --> 00:11:38,367 My mouse to the la 357 00:11:38,623 --> 00:11:39,391 Until 358 00:11:39,647 --> 00:11:40,671 The circle is a line 359 00:11:40,927 --> 00:11:41,439 Like 360 00:11:41,695 --> 00:11:45,791 So now why do we want to align it like that but you can imagine if the player 361 00:11:46,047 --> 00:11:48,095 Is going down into a wall 362 00:11:48,351 --> 00:11:49,887 Or into some of the colliding thing 363 00:11:50,143 --> 00:11:51,679 We want a collision to stop right 364 00:11:52,191 --> 00:11:53,727 And so that's what the circle shape is 365 00:11:54,495 --> 00:11:57,055 And we are using a circle shape generally because 366 00:11:57,311 --> 00:11:59,359 This makes it a little bit smooth 367 00:11:59,871 --> 00:12:01,151 To go awry 368 00:12:01,407 --> 00:12:01,919 Corners 369 00:12:02,175 --> 00:12:03,967 If you use a rectangular collision shape 370 00:12:04,223 --> 00:12:05,759 Which you can do if you'd like to 371 00:12:06,015 --> 00:12:07,551 You can very easy 372 00:12:07,807 --> 00:12:08,575 Get stuck on core 373 00:12:09,343 --> 00:12:09,855 Ok 374 00:12:10,111 --> 00:12:15,999 That's it for the players set up in the next lesson will add a script so that we can move the player 22955

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