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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:03,840 What's configure the window display settings so that 2 00:00:04,352 --> 00:00:06,400 The player is an appropriate size in 3 00:00:07,168 --> 00:00:08,448 How many go to Prague 4 00:00:08,960 --> 00:00:09,728 Projects 5 00:00:10,240 --> 00:00:12,032 Scroll down to the display 6 00:00:12,288 --> 00:00:13,056 It says 7 00:00:13,312 --> 00:00:13,824 Window 8 00:00:14,080 --> 00:00:16,384 In here we've got our Windows set 9 00:00:16,640 --> 00:00:17,152 Senso 10 00:00:17,408 --> 00:00:18,688 Viewport within viewport 11 00:00:18,944 --> 00:00:19,968 Is what we looking for 12 00:00:20,736 --> 00:00:25,088 And 40 pixel art game what I like to do is 640 13 00:00:25,344 --> 00:00:25,856 Bye 14 00:00:27,392 --> 00:00:30,208 This is the typical 16:9 aspect ratio 15 00:00:30,464 --> 00:00:34,816 With a low resolution so that our pixel art which I believe is 16 by 16 00:00:35,072 --> 00:00:36,096 16 17 00:00:36,352 --> 00:00:36,864 Good 18 00:00:37,120 --> 00:00:39,168 Animal in a set of stretch marks 19 00:00:39,680 --> 00:00:40,192 2 20 00:00:40,448 --> 00:00:40,960 Newport 21 00:00:41,472 --> 00:00:45,056 Which will keep the low resolution display settings 22 00:00:45,312 --> 00:00:45,824 Soda 23 00:00:46,080 --> 00:00:49,408 When you rotate things and scale things they become pixelated 24 00:00:49,664 --> 00:00:50,944 With the camera side 25 00:00:51,200 --> 00:00:52,480 Everything will be in the car 26 00:00:52,736 --> 00:00:53,248 Proportion 27 00:00:53,504 --> 00:00:54,784 Related to 28 00:00:55,040 --> 00:00:55,808 The window size 29 00:00:56,064 --> 00:00:57,600 But it will be ready 30 00:00:57,856 --> 00:01:00,269 In the full resolution at available to the 31 00:01:00,271 --> 00:01:02,747 Subtitled by online-courses.club We compress knowledge for you! 32 00:01:02,748 --> 00:01:02,208 So what you have you pour 33 00:01:02,464 --> 00:01:05,280 If we click the advanced settings toggle appear 34 00:01:05,792 --> 00:01:08,608 You can actually change the window width in window 35 00:01:09,888 --> 00:01:12,192 And I like to set this I'm on a 14 36 00:01:12,448 --> 00:01:13,216 Repeat display 37 00:01:13,472 --> 00:01:15,776 So I'm going to send this to 9020 by 1080 38 00:01:16,032 --> 00:01:20,128 But feel free to use a resolution like 12 or 80 by 70 39 00:01:20,384 --> 00:01:22,432 What does will do as this will just change 40 00:01:22,688 --> 00:01:23,712 The default 41 00:01:23,968 --> 00:01:25,760 Starting size of the window 42 00:01:26,016 --> 00:01:26,528 Soda 43 00:01:27,040 --> 00:01:27,808 You can 44 00:01:28,320 --> 00:01:28,832 Better 45 00:01:29,088 --> 00:01:31,648 So what's going on clothes that in the month running to make sure 46 00:01:32,928 --> 00:01:37,280 Perfect so now our little guy is much bigger in the wind 47 00:01:37,792 --> 00:01:40,352 Still rather small in relation to 48 00:01:40,608 --> 00:01:41,120 The 49 00:01:41,376 --> 00:01:42,912 Overall window size 50 00:01:43,168 --> 00:01:47,520 That is what we want for a survival Style game we want to be a 51 00:01:47,776 --> 00:01:48,288 Seep 52 00:01:48,544 --> 00:01:50,848 A reasonable amount of 53 00:01:51,104 --> 00:01:52,384 Enemies and rap 54 00:01:52,640 --> 00:01:53,152 Things that 55 00:01:53,664 --> 00:01:56,480 So we got the player moving around and we've got the window 56 00:01:56,736 --> 00:01:57,504 Configurator 57 00:01:57,760 --> 00:01:58,784 Let's go home 58 00:01:59,040 --> 00:01:59,552 And 59 00:01:59,808 --> 00:02:00,320 Create 60 00:02:00,576 --> 00:02:01,856 A tile set 61 00:02:02,368 --> 00:02:03,136 That we can use 62 00:02:04,416 --> 00:02:04,928 The 63 00:02:05,440 --> 00:02:07,744 So what we're going to do is we are going to do 64 00:02:08,000 --> 00:02:10,304 In the main seem right here right 65 00:02:10,816 --> 00:02:12,096 Add child node 66 00:02:12,352 --> 00:02:14,144 And Grandad a tiled 67 00:02:14,656 --> 00:02:15,168 Perfect 68 00:02:15,424 --> 00:02:16,448 I'm going to put this 69 00:02:16,704 --> 00:02:19,008 As the first child by 70 00:02:19,520 --> 00:02:22,080 Clicking this and dragging it and placing it about 71 00:02:22,336 --> 00:02:23,104 Supplier just 72 00:02:23,616 --> 00:02:25,664 Now why do we want to do that because 73 00:02:25,920 --> 00:02:29,248 The draw order of node 2DS is by 74 00:02:29,504 --> 00:02:32,576 Fault related to their position in the scene 75 00:02:33,088 --> 00:02:33,600 So 76 00:02:33,856 --> 00:02:36,416 Hear my tile metal be drawn first because 77 00:02:36,672 --> 00:02:37,440 What's the first child 78 00:02:37,696 --> 00:02:39,488 And then my player will be drawn second 79 00:02:39,744 --> 00:02:41,024 Which is the second travel to that mean 80 00:02:41,280 --> 00:02:44,096 The player will be drawn on top 81 00:02:45,632 --> 00:02:46,400 What creates 82 00:02:46,656 --> 00:02:49,216 Folder in this rest Rectory here 83 00:02:49,472 --> 00:02:50,240 Create a 84 00:02:50,752 --> 00:02:51,776 New folder 85 00:02:52,288 --> 00:02:53,824 I'm going to call this resources 86 00:02:55,616 --> 00:02:58,176 Resources and select new 87 00:02:58,432 --> 00:02:59,200 Resource 88 00:02:59,456 --> 00:03:01,248 Guidance search for tile set 89 00:03:02,016 --> 00:03:03,296 Double click to select 90 00:03:03,552 --> 00:03:06,624 I don't wear just gonna call this tileset try 91 00:03:07,136 --> 00:03:07,648 Kwik Save 92 00:03:07,904 --> 00:03:09,440 Now if you open up that resource 93 00:03:09,696 --> 00:03:10,464 This folder and 94 00:03:11,488 --> 00:03:13,024 We're now have the 95 00:03:13,280 --> 00:03:14,048 Tileset 96 00:03:14,560 --> 00:03:16,864 So let's go back to where we had the 97 00:03:17,120 --> 00:03:17,888 Kenny app 98 00:03:18,144 --> 00:03:18,656 Pag 99 00:03:18,912 --> 00:03:19,424 Download 100 00:03:19,936 --> 00:03:22,240 And go into the tilemap directory 101 00:03:22,496 --> 00:03:24,032 And gravity tilemap 102 00:03:24,288 --> 00:03:25,312 Pack.png 103 00:03:25,568 --> 00:03:28,640 I'm just go ahead and drag it over into the files 104 00:03:29,664 --> 00:03:30,432 To import 105 00:03:30,688 --> 00:03:31,968 Ok now that's been 106 00:03:32,224 --> 00:03:35,552 Bright over the reason that we chose packed is because the 107 00:03:35,808 --> 00:03:38,112 Tiles don't have a gap in between them 108 00:03:38,368 --> 00:03:41,440 Which just makes it little bit easier to work with in guitar 109 00:03:41,696 --> 00:03:47,840 So we don't want these floating around at the root directory so we are going to create a new folder and when I called 110 00:03:48,096 --> 00:03:48,608 Assets 111 00:03:49,120 --> 00:03:52,960 Since we're not going to have a scene explicitly associated with the tiled 112 00:03:53,216 --> 00:03:55,264 We can group it in the same way that 113 00:03:55,776 --> 00:03:58,592 What's the player so I'm just going to create a different asset folder 114 00:03:58,848 --> 00:04:02,432 We might as well just add a new folder under there 115 00:04:03,456 --> 00:04:04,992 And we're going to call it environment 116 00:04:05,760 --> 00:04:07,296 So we have an assets environment 117 00:04:07,552 --> 00:04:08,832 Guiding brand that child 118 00:04:09,088 --> 00:04:10,368 Pack.png 119 00:04:10,624 --> 00:04:12,416 Click and drag it over into 120 00:04:12,672 --> 00:04:13,440 Environment 121 00:04:14,464 --> 00:04:14,976 There we go 122 00:04:15,232 --> 00:04:19,839 Selecta reopen that resources directory and open up our tileset 123 00:04:20,095 --> 00:04:22,655 And Dragon over the tilemap 124 00:04:22,911 --> 00:04:24,703 Into.the tileset 125 00:04:25,215 --> 00:04:29,055 I was going to ask us if you want to automatically create tiles in the Attic 126 00:04:29,823 --> 00:04:32,383 I'm going to say no so that we can go through the manual 127 00:04:33,663 --> 00:04:34,687 Because this is Anna 128 00:04:34,943 --> 00:04:35,455 Skelton 129 00:04:36,479 --> 00:04:37,503 Ok so what I meant 130 00:04:37,759 --> 00:04:39,039 If your text you 131 00:04:39,295 --> 00:04:43,391 Region size by the way is not set to 16 by 16 go ahead and 132 00:04:43,647 --> 00:04:44,159 Do that 133 00:04:44,415 --> 00:04:46,975 Right now I'm just going to chill out to the floor tiles 134 00:04:47,231 --> 00:04:49,023 I'm here now the ones that I need to sell 135 00:04:50,559 --> 00:04:51,327 This one 136 00:04:51,583 --> 00:04:52,095 This one 137 00:04:53,887 --> 00:04:57,215 And why is that because you can see that these ones in the middle here 138 00:04:57,471 --> 00:04:58,239 These are poor 139 00:04:58,495 --> 00:04:59,519 Of a 140 00:04:59,775 --> 00:05:01,567 Slightly different design 141 00:05:02,079 --> 00:05:03,615 Were they have a darker 142 00:05:03,871 --> 00:05:04,639 Outside 143 00:05:04,895 --> 00:05:06,943 So we're not going to select those yet 144 00:05:07,199 --> 00:05:08,223 Where is going to select 145 00:05:08,735 --> 00:05:11,551 The first one I left right here and then this will pass 146 00:05:12,831 --> 00:05:14,623 Now we've got to select that 147 00:05:14,879 --> 00:05:18,463 The tiles that we've designated as being valid for tileset 148 00:05:18,719 --> 00:05:20,511 And we're going to go in admore 149 00:05:20,767 --> 00:05:21,791 But this is good 150 00:05:23,071 --> 00:05:25,119 What I'm going to do is go over 151 00:05:25,375 --> 00:05:26,655 Hear them to the inspector 152 00:05:26,911 --> 00:05:28,191 Will get the tile settings 153 00:05:28,959 --> 00:05:31,263 I'm going to add a terrain set right 154 00:05:31,519 --> 00:05:33,567 This is going to allow us to use 155 00:05:33,823 --> 00:05:35,359 The Otto tile 156 00:05:37,407 --> 00:05:37,919 Tilemap 157 00:05:40,223 --> 00:05:44,319 And we're going to keep the first option match corners and sides this is basically 158 00:05:44,575 --> 00:05:46,623 What's the algorithm for how the auto tiling works 159 00:05:46,879 --> 00:05:49,951 We won't need the other two options and will keep it here for now 160 00:05:50,463 --> 00:05:52,767 Of course you can look into what these other case 161 00:05:53,023 --> 00:05:55,839 Is deal and create a new element under the 162 00:05:56,095 --> 00:05:57,887 Train in riddles going to call this 163 00:05:59,167 --> 00:05:59,679 Floor 164 00:06:00,959 --> 00:06:04,031 Should be good enough now we can add many 165 00:06:04,287 --> 00:06:06,591 Elements for different auto tiling 166 00:06:07,615 --> 00:06:08,895 But we're going to keep it that way 167 00:06:09,663 --> 00:06:11,199 I'm going to open up my tiles 168 00:06:11,455 --> 00:06:11,967 Reiss 169 00:06:12,223 --> 00:06:15,295 Jan to bring back up the tileset editor you can also 170 00:06:15,551 --> 00:06:17,343 The tiles button down here to bring it 171 00:06:17,599 --> 00:06:18,623 I'm going to go to 172 00:06:19,135 --> 00:06:19,647 Paint 173 00:06:19,903 --> 00:06:23,487 So what's the paint absolute we can select the paint properties here 174 00:06:23,743 --> 00:06:29,119 Click this and go to terrains and this means that were going to be painting terrain properties on 175 00:06:29,631 --> 00:06:31,679 The atlas which is the sea 176 00:06:32,959 --> 00:06:35,007 Click on train sets 177 00:06:35,263 --> 00:06:41,407 So we got train set 0 so I can say I want to swap that and then which terrain under train 70 so this 178 00:06:41,663 --> 00:06:42,943 Nested list over here 179 00:06:43,199 --> 00:06:43,711 InterRail 180 00:06:44,479 --> 00:06:46,783 We can have multiple train sets each 181 00:06:47,039 --> 00:06:47,551 Multiple 182 00:06:48,831 --> 00:06:51,903 A little bit confusing at first but we're going to go one step at a time 183 00:06:52,159 --> 00:06:54,463 So train sets 0 the first train set 184 00:06:54,719 --> 00:06:55,231 Greenock 185 00:06:55,487 --> 00:06:55,999 4 186 00:06:56,255 --> 00:06:58,303 And then we can click into each of these 187 00:06:58,815 --> 00:06:59,327 Again 188 00:06:59,583 --> 00:07:00,351 To set those 189 00:07:00,607 --> 00:07:01,119 Pieces 190 00:07:01,375 --> 00:07:01,887 Bob the train 191 00:07:02,399 --> 00:07:05,215 So we've used the paint 20 to designate 192 00:07:05,471 --> 00:07:06,239 Each of those 193 00:07:06,495 --> 00:07:08,799 As torrents now we have to say 194 00:07:09,567 --> 00:07:10,079 Bitmap 195 00:07:10,335 --> 00:07:12,127 In a bit mask is essentially 196 00:07:12,639 --> 00:07:15,199 How the tile determines 197 00:07:15,455 --> 00:07:18,271 Should be displayed at that tile position 198 00:07:19,039 --> 00:07:20,575 According to the order child 199 00:07:21,087 --> 00:07:22,111 So in our case 200 00:07:22,367 --> 00:07:23,903 What we looking at here is 201 00:07:24,159 --> 00:07:25,439 See how you've got 202 00:07:25,695 --> 00:07:26,463 Square 203 00:07:26,719 --> 00:07:28,255 That gets highlighted within 204 00:07:28,767 --> 00:07:29,279 The tyre 205 00:07:29,791 --> 00:07:32,351 These are the bits that you want to set so if I click 206 00:07:32,863 --> 00:07:35,423 Into these positions it darkens it slightly 207 00:07:35,679 --> 00:07:38,495 And that represent the bits that are set for the bid mass 208 00:07:38,751 --> 00:07:41,055 What I want to do is essentially each of the 209 00:07:41,311 --> 00:07:42,591 Is squares 210 00:07:43,103 --> 00:07:43,871 The tile 211 00:07:44,127 --> 00:07:45,151 That is relative 212 00:07:45,407 --> 00:07:47,199 To the tile that's been play 213 00:07:47,711 --> 00:07:49,503 Sorry I place one in the middle 214 00:07:49,759 --> 00:07:52,319 Because that represents ok this is a solid 215 00:07:52,831 --> 00:07:55,391 Tile at the style position are replacing 216 00:07:55,647 --> 00:07:56,159 And then 217 00:07:56,415 --> 00:08:00,511 These other positions are the relative tile so what does the tile adjacent 218 00:08:00,767 --> 00:08:01,535 To the North 219 00:08:01,791 --> 00:08:03,071 Is that a solvent 220 00:08:03,327 --> 00:08:07,167 If we like that then what this configuration means is that 221 00:08:07,423 --> 00:08:08,703 We want to use 222 00:08:08,959 --> 00:08:09,727 This tile 223 00:08:10,751 --> 00:08:12,031 Background essential 224 00:08:12,543 --> 00:08:13,567 Only if 225 00:08:14,079 --> 00:08:15,615 There is an adjacent tile 226 00:08:15,871 --> 00:08:16,383 To the 227 00:08:16,895 --> 00:08:18,431 So I might be a little bit confused 228 00:08:18,687 --> 00:08:20,223 But what we want as we want 229 00:08:20,479 --> 00:08:22,527 All these tiles to be displayed 230 00:08:22,783 --> 00:08:25,087 Adjacent tiles and everyday 231 00:08:25,599 --> 00:08:26,879 So I'm going to 232 00:08:27,135 --> 00:08:28,671 Fill in all around 233 00:08:29,183 --> 00:08:31,743 Until this is essentially saying that this tile 234 00:08:31,999 --> 00:08:32,511 Play Valley 235 00:08:33,023 --> 00:08:35,071 Call me if it's surrounded by 236 00:08:35,327 --> 00:08:35,839 Other 237 00:08:36,351 --> 00:08:38,911 Can we can do the same thing for this once I'm going to paint in this 238 00:08:39,167 --> 00:08:41,215 So both of these tiles are valid now 239 00:08:41,471 --> 00:08:42,495 Call me if 240 00:08:42,751 --> 00:08:44,287 They are surrounded by 241 00:08:44,543 --> 00:08:45,055 Tiles 242 00:08:45,311 --> 00:08:45,823 And 243 00:08:46,079 --> 00:08:47,103 Same for the 244 00:08:47,871 --> 00:08:49,663 So I've painted those all in 245 00:08:50,175 --> 00:08:51,711 So now I'm going to 246 00:08:51,967 --> 00:08:55,295 Select the paint properties drop down again in select probability 247 00:08:55,807 --> 00:08:58,623 It's all sympathies all have the same bid mass 248 00:08:59,135 --> 00:09:03,231 The probability determines how likely it is that tiles 249 00:09:03,487 --> 00:09:04,255 The same bit 250 00:09:04,511 --> 00:09:05,023 Will be 251 00:09:05,279 --> 00:09:05,791 Picked 252 00:09:06,047 --> 00:09:09,887 So what I want to do as I'm going to say my probability for the standard 253 00:09:10,143 --> 00:09:10,655 What is 20 254 00:09:11,167 --> 00:09:13,215 I'm going to paint that there so it becomes 29 255 00:09:13,727 --> 00:09:17,823 I'm going to say the new probability for this one with like little send text 256 00:09:18,591 --> 00:09:19,359 That's 5 257 00:09:19,615 --> 00:09:20,895 Animal keep this one 258 00:09:21,151 --> 00:09:23,711 1-in so what that's going mean is that 259 00:09:23,967 --> 00:09:26,527 We have a probability total of 26 260 00:09:26,783 --> 00:09:29,855 So there's a 1-in 26 chance that this one will be chosen 261 00:09:30,111 --> 00:09:31,903 There's a 5 and 26 chain 262 00:09:32,415 --> 00:09:33,439 That this one will be too 263 00:09:33,951 --> 00:09:35,487 What is a 20 and 20 264 00:09:35,999 --> 00:09:36,511 Cancel this one 265 00:09:38,047 --> 00:09:40,095 I'm going to go back and open up my main c 266 00:09:40,863 --> 00:09:41,631 With the tilemap 267 00:09:42,143 --> 00:09:45,215 I'm going to drag over that tileset into the time 268 00:09:45,471 --> 00:09:46,239 Set property of a tie 269 00:09:47,263 --> 00:09:51,103 I'm in a closet I'll send it by clicking this button down here the bottom toolbar 270 00:09:51,359 --> 00:09:55,455 And so if I select the tilemap Node here now after I've 271 00:09:55,711 --> 00:09:57,503 Specified a tileset 272 00:09:58,783 --> 00:10:00,588 I can go to the trains tab here 273 00:10:00,589 --> 00:10:02,760 Subtitled by online-courses.club We compress knowledge for you! 274 00:10:02,761 --> 00:10:01,599 Cancel 275 00:10:01,855 --> 00:10:02,367 The floor 276 00:10:02,623 --> 00:10:04,159 I can keep the first option select 277 00:10:04,671 --> 00:10:05,695 And now I can paint 278 00:10:05,951 --> 00:10:06,975 And as I pay 279 00:10:07,487 --> 00:10:08,255 You can see that 280 00:10:08,511 --> 00:10:09,535 Tiles r-us 281 00:10:10,047 --> 00:10:14,143 Right so we can see that we've got Oliver tiles being randomly select 282 00:10:14,655 --> 00:10:17,215 Based on those probabilities so we've only got 283 00:10:17,471 --> 00:10:19,519 Handful of the stone tiles 284 00:10:20,031 --> 00:10:23,103 Most of the tiles are just the standard sand colour 285 00:10:23,359 --> 00:10:24,639 And some of them have little bit of 286 00:10:24,895 --> 00:10:27,711 So I can do is I can 287 00:10:29,247 --> 00:10:30,015 Select this right 288 00:10:30,271 --> 00:10:31,551 To all right here in the term 289 00:10:32,063 --> 00:10:32,575 Click that 290 00:10:32,831 --> 00:10:35,647 And then I can hold and drag the mouse 291 00:10:35,903 --> 00:10:37,183 To fill in an area 292 00:10:37,695 --> 00:10:38,463 That I want to fill 293 00:10:38,975 --> 00:10:41,023 And we'll come up with a good size 294 00:10:41,279 --> 00:10:43,071 For our Arena 295 00:10:43,327 --> 00:10:45,119 Which is where the enemy is going to come 296 00:10:45,375 --> 00:10:45,887 An attacker 297 00:10:46,143 --> 00:10:47,167 As I think 298 00:10:47,423 --> 00:10:48,191 Just make 299 00:10:48,447 --> 00:10:50,239 As large as you think will 300 00:10:50,495 --> 00:10:52,031 Appropriate for in Arena 301 00:10:52,287 --> 00:10:54,335 Heading Run the game 302 00:10:55,103 --> 00:10:58,175 At works and so yet we've got our little Arena 303 00:10:58,687 --> 00:11:00,223 Hair is looking pretty good 304 00:11:00,479 --> 00:11:03,551 So feel free to play around with the probabilities of the 305 00:11:03,807 --> 00:11:04,319 Tiles 306 00:11:04,575 --> 00:11:06,367 Will be adding more tiles 307 00:11:06,623 --> 00:11:08,927 In the future once the game is further along 308 00:11:09,439 --> 00:11:10,463 What does a good play 309 00:11:10,719 --> 00:11:12,511 To stop on our environment for now 310 00:11:12,767 --> 00:11:14,047 And in the next lesson 311 00:11:14,303 --> 00:11:15,071 We are going to 312 00:11:15,327 --> 00:11:16,607 Create a camera 313 00:11:16,863 --> 00:11:17,887 That can follow the 19955

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