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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:06,400 What's create another ability for the player and what I want to do as I want to create an ability that makes it rain 2 00:00:06,656 --> 00:00:12,288 Girls on top of enemies I think that is going to be really fun so we're going to use this envelope 3 00:00:12,800 --> 00:00:15,360 Sprite to do that so 4 00:00:15,872 --> 00:00:19,712 I'm gonna go ahead and going to my tiles and find that Anvil 5 00:00:20,736 --> 00:00:23,552 And it looks like that style 0074 6 00:00:24,064 --> 00:00:26,368 So I'm just going to go and drag that into 7 00:00:27,136 --> 00:00:27,904 Into there 8 00:00:28,160 --> 00:00:33,536 Now where's my abilities at ok so I have all of these folders I'm going to create a new folder 9 00:00:34,304 --> 00:00:35,840 Cold and availability 10 00:00:36,352 --> 00:00:42,496 And again just to reiterate I am going to be going quickly through these sort of Port postcode 11 00:00:43,520 --> 00:00:49,664 Lessons again this is mostly just to illustrate the process of adding even more 12 00:00:49,920 --> 00:00:53,760 But fundamentally will not doing anything different here 13 00:00:54,784 --> 00:00:57,856 So this is mostly just extra reinforcement 14 00:00:58,624 --> 00:01:02,445 Alright so many creates a new scene with in that folder after moving my image and when I call it ends 15 00:01:02,447 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 16 00:01:05,024 --> 00:01:07,840 Ability up now I want to create a new scene 17 00:01:08,608 --> 00:01:10,400 Anvil ability 18 00:01:11,168 --> 00:01:12,192 Ok that work fine 19 00:01:12,960 --> 00:01:15,008 Can I use a tween for this 20 00:01:18,080 --> 00:01:20,128 Add another sprite 21 00:01:20,640 --> 00:01:23,200 Basically they're going to rain down out of the sky 22 00:01:25,248 --> 00:01:27,552 Yeah perfect I'm going to do an offset though 23 00:01:28,320 --> 00:01:29,856 Like so 24 00:01:32,160 --> 00:01:33,184 Yeah that's fine 25 00:01:34,720 --> 00:01:37,024 And we're going to need a 26 00:01:37,280 --> 00:01:38,560 Hitbox component 27 00:01:39,328 --> 00:01:40,608 Like so 28 00:01:41,376 --> 00:01:44,704 Audi child node of collision shape 2D 29 00:01:44,960 --> 00:01:47,264 And this is going to need to be a 30 00:01:47,520 --> 00:01:50,080 Circle shape like cell 31 00:01:50,336 --> 00:01:53,920 And centred around I guess the bottom here 32 00:01:54,176 --> 00:01:56,480 I'm going to make this circle shape probably 33 00:01:56,736 --> 00:02:02,880 Ab24 it does damaging quite a large radius alright then and then 34 00:02:03,136 --> 00:02:09,280 It's going to be disabled by default because we don't want to date so basically was going to happen as the Sprite is 35 00:02:09,536 --> 00:02:11,840 Going to start up here and slam down 36 00:02:12,608 --> 00:02:13,888 Like cell 37 00:02:14,144 --> 00:02:18,240 In actually maybe I'll just do this with an animation player it'll be easier 38 00:02:19,264 --> 00:02:21,312 So I'm going to add an animation player 39 00:02:24,128 --> 00:02:25,920 And I'm going to create 40 00:02:26,176 --> 00:02:26,688 New 41 00:02:27,968 --> 00:02:28,736 Default 42 00:02:28,992 --> 00:02:31,040 Autoplay 43 00:02:31,808 --> 00:02:33,856 And then I'm going to 44 00:02:34,112 --> 00:02:36,416 You the Golden .4 seconds 45 00:02:37,184 --> 00:02:41,024 Alright let's keyframe the Sprite position 46 00:02:41,792 --> 00:02:42,560 Like so 47 00:02:43,584 --> 00:02:45,888 And I'm going to set the initial position up 48 00:02:46,656 --> 00:02:47,680 Something like 49 00:02:48,448 --> 00:02:50,240 Maybe 96 50 00:02:51,776 --> 00:02:55,104 I think that seems good so it's going to hit the ground 51 00:02:55,872 --> 00:02:57,408 Maybe after 52 00:02:57,920 --> 00:03:03,040 Change the snap 2.05 maybe after .15 seconds it's going to hit the ground so it's 53 00:03:03,808 --> 00:03:06,624 And we want this to have some sort of eating 54 00:03:10,464 --> 00:03:13,024 Perfect and maybe we'll do .2 seconds 55 00:03:14,048 --> 00:03:17,888 Awesome ok and then after it hits the ground it's going to bounce up a little bit 56 00:03:18,912 --> 00:03:20,448 And then hit the ground again 57 00:03:21,728 --> 00:03:23,008 So 58 00:03:23,776 --> 00:03:26,592 Remind me when need to make this -6 or something 59 00:03:30,432 --> 00:03:33,504 Alright so that gives a lot of impact thereby 60 00:03:33,760 --> 00:03:34,784 Bouncing a little bit 61 00:03:35,552 --> 00:03:41,696 Change that easing Curve of this 12 1.74 just to give it all the 62 00:03:41,952 --> 00:03:48,096 Put more into space because you have to imagine gravity is an acceleration right so if you haven't falling at a constant rate in a look 63 00:03:48,352 --> 00:03:53,728 That's why I'm using is eating here because it starts off slower and then it speeds up and then gives it 64 00:03:53,984 --> 00:03:56,288 A lot more feeling of weight here 65 00:03:56,800 --> 00:04:01,152 Ok and we're going to want to keyframe the disabled as well 66 00:04:01,664 --> 00:04:05,760 So that should start off as disabled when it hits the ground it should hit 67 00:04:06,528 --> 00:04:08,320 So that it becomes enabled 68 00:04:09,088 --> 00:04:12,672 And then at .3 seconds will turn it back on to disable soap 69 00:04:13,184 --> 00:04:19,327 It'll be enabled for .1 seconds so about 6 physics creams as well when it 70 00:04:19,583 --> 00:04:20,863 Will be able to damage enemies 71 00:04:21,631 --> 00:04:22,399 Ok 72 00:04:22,655 --> 00:04:28,799 So with the other way now we actually need to make this animation longer and I'm gonna try changing this to cubic 73 00:04:29,567 --> 00:04:32,639 I actually think I prefer the linear interpolation mode 74 00:04:33,151 --> 00:04:35,199 For that yeah I think that's much better 75 00:04:35,455 --> 00:04:41,599 And then it doesn't matter for this for bullying so it doesn't really matter what the interpolation is ok 76 00:04:41,855 --> 00:04:46,207 Now I do want a change the scale of the Sprite 2D as well 77 00:04:46,719 --> 00:04:48,511 Solas change the scale 78 00:04:49,023 --> 00:04:53,375 And it's going to start at 0 and feed into one 79 00:04:54,143 --> 00:04:58,239 So that it's not just appearing I don't know where it actually has some sort of 80 00:04:59,007 --> 00:04:59,775 Phaidon 81 00:05:00,543 --> 00:05:03,359 And actually without realising is we probably want 82 00:05:04,127 --> 00:05:05,919 The Sprite here 83 00:05:06,687 --> 00:05:07,967 To be centred 84 00:05:08,735 --> 00:05:13,087 Which means that our position needs to be different so I'm going to create a new child visuals 85 00:05:15,391 --> 00:05:16,671 No time to die 86 00:05:18,463 --> 00:05:19,487 Yeah I know to you 87 00:05:20,255 --> 00:05:22,303 My creative visuals note 88 00:05:23,839 --> 00:05:27,423 I'm going to put the Sprite as a child of the visuals and then 89 00:05:27,679 --> 00:05:33,567 The position and I'm going to animate is going to be the visuals position said the Sprite 2D position 90 00:05:34,079 --> 00:05:36,127 How to change the reset track as well 91 00:05:36,895 --> 00:05:43,039 The reason I'm doing this because it's just easier than trying to offset I like having my position be zero-based about 92 00:05:43,295 --> 00:05:49,439 So 0 means it on the ground but if my spray texture is scented then 93 00:05:49,695 --> 00:05:55,839 It's like below the point where I want it to be right but if I say ok with the visuals is the 94 00:05:56,095 --> 00:06:01,983 Sorry the feet of the item or where touches the ground that I can freely move the Sprite to these position 95 00:06:02,239 --> 00:06:04,031 To be up to I want it to be 96 00:06:04,287 --> 00:06:09,919 And now I still do I don't have to change any of this position innovation everything is still zero based 97 00:06:10,175 --> 00:06:10,687 And 98 00:06:11,711 --> 00:06:12,479 It looks nice 99 00:06:13,503 --> 00:06:19,647 Ok and then so after the .6 seconds we wanted to feed out again so I'm gonna add h 100 00:06:19,903 --> 00:06:22,463 Neil here of one and then 101 00:06:22,719 --> 00:06:24,767 Scale down to zero at the end 102 00:06:26,559 --> 00:06:27,071 Perfect 103 00:06:28,351 --> 00:06:34,495 Ok and then we'll also want to call Q3 so I'm going to call method on the end of the Builder at .6 104 00:06:34,751 --> 00:06:35,775 Q3 105 00:06:36,543 --> 00:06:41,151 I love free things at the end of the animation because then I don't have to worry about waiting for it in code 106 00:06:42,175 --> 00:06:42,943 Alright 107 00:06:43,711 --> 00:06:46,527 So that's essentially our Enville setup 108 00:06:47,295 --> 00:06:48,319 And 109 00:06:48,575 --> 00:06:54,719 Maybe I'll make this collision shape 32 instead of 24 just was a little bit larger because the plan is to 110 00:06:54,975 --> 00:06:55,999 Random 111 00:06:56,511 --> 00:07:00,095 Ok so let's take a look at her sword ability controller 112 00:07:00,863 --> 00:07:01,887 And 113 00:07:02,655 --> 00:07:03,679 Let's see here 114 00:07:04,447 --> 00:07:10,591 So it looks like you had a thought about you control is basically just responsible for spawning it on interval so 115 00:07:10,847 --> 00:07:12,127 Let's just create 116 00:07:12,383 --> 00:07:16,991 And you seen in the end of the build ESO new scene 117 00:07:17,247 --> 00:07:20,063 Anvil ability 118 00:07:20,575 --> 00:07:24,159 Do I have a different yeah ok so I have a different folder 119 00:07:24,671 --> 00:07:27,999 For the controller so Enville ability 120 00:07:28,255 --> 00:07:29,279 Controller 121 00:07:30,047 --> 00:07:32,863 Calyx krater new scene of type node 122 00:07:33,119 --> 00:07:35,935 And then I'm gonna call this Enville ability 123 00:07:36,191 --> 00:07:39,519 Controller are getting save that in scenes 124 00:07:39,775 --> 00:07:43,871 Game object or sorry rather scenes ability 125 00:07:44,127 --> 00:07:46,175 Angel ability controller save it in there 126 00:07:46,431 --> 00:07:52,063 Perfect at a timer that's give it a timer of 2 seconds auto start 127 00:07:52,831 --> 00:07:56,159 Do you want to do one shot will leave it at a start for now 128 00:07:56,415 --> 00:07:58,207 Create a script for it 129 00:07:58,719 --> 00:08:02,815 Alright and then hear what we're going to do is we need 130 00:08:03,839 --> 00:08:05,631 Export variable 131 00:08:06,399 --> 00:08:08,447 Angel ability 132 00:08:09,471 --> 00:08:15,615 Seem is Evil 2 well it's just a type of packed seem like so and then in 133 00:08:15,871 --> 00:08:19,199 Ready method we want to take the timer and 134 00:08:19,455 --> 00:08:22,015 Wait for the time out and then dart connect 135 00:08:22,783 --> 00:08:24,575 On timer timeout 136 00:08:28,415 --> 00:08:30,463 And then Funk on timer timeout 137 00:08:31,999 --> 00:08:38,143 What we're going to do is now we have to think about the educators what happens so we're doing a stew 138 00:08:38,399 --> 00:08:43,007 Random position in the radius to drop the Anvil but what happens if the player is up against the wall 139 00:08:43,263 --> 00:08:45,567 Series about right 140 00:08:46,335 --> 00:08:48,639 We probably need to do some sort of Ray cast 141 00:08:49,151 --> 00:08:51,711 But let's go ahead and say 142 00:08:53,247 --> 00:08:55,807 Constant variable here in call 143 00:08:56,575 --> 00:08:57,599 Base 144 00:08:57,855 --> 00:09:03,999 Range animal set it to 100 maybe we'll see how that feels but what's a base Rangers 100 145 00:09:04,255 --> 00:09:05,023 Let's say 146 00:09:05,279 --> 00:09:08,863 Direction is equal to Vector to write 147 00:09:09,119 --> 00:09:10,655 Rotated 148 00:09:10,911 --> 00:09:12,447 And then we're going to do 149 00:09:12,703 --> 00:09:14,495 Rand f range 150 00:09:15,519 --> 00:09:17,055 02 151 00:09:17,311 --> 00:09:17,823 Tell 152 00:09:18,847 --> 00:09:23,199 Ok what save our position is equal to Direction 153 00:09:23,967 --> 00:09:24,991 X 154 00:09:25,247 --> 00:09:29,087 Rand f range 02 base range 155 00:09:31,135 --> 00:09:35,743 I know we do need to do a collision Jack so if we got or enemy manager 156 00:09:36,511 --> 00:09:41,887 We have this basically already done for us I'm just going to copy these 157 00:09:42,399 --> 00:09:45,215 Two lines the query parameters line in the result line 158 00:09:45,983 --> 00:09:46,751 And then 159 00:09:47,519 --> 00:09:49,311 I'll go to my 160 00:09:50,079 --> 00:09:51,615 Enville ability controller 161 00:09:52,639 --> 00:09:54,175 And Peace does lines in there 162 00:09:54,687 --> 00:09:56,735 And this could be extracted into 163 00:09:56,991 --> 00:09:59,295 Like an Oral in Singleton maybe but 164 00:09:59,807 --> 00:10:02,892 Ok so we do need to get the player so it's save our pleasure is equal to get 3 165 00:10:02,893 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 166 00:10:06,463 --> 00:10:08,767 Get first node in group 167 00:10:09,279 --> 00:10:12,095 Player in an eight players equals in lol 168 00:10:13,119 --> 00:10:15,423 Then we're going to return at that 169 00:10:15,679 --> 00:10:18,495 Ok this is as no 2D 170 00:10:19,775 --> 00:10:23,103 And then our was called a spawn position 171 00:10:26,431 --> 00:10:28,991 Ok so that will give us 172 00:10:29,247 --> 00:10:30,783 Our results here 173 00:10:31,295 --> 00:10:35,647 It will say if not result is empty 174 00:10:36,159 --> 00:10:36,927 Then 175 00:10:37,183 --> 00:10:41,535 Let's see what does Returns it returns a position which is the intersection point 176 00:10:42,047 --> 00:10:44,351 So what we can do as we can 177 00:10:44,863 --> 00:10:47,167 Go back to our envelope building we can say 178 00:10:49,215 --> 00:10:52,031 Spawn position is equal to result 179 00:10:52,543 --> 00:10:53,055 Position 180 00:10:53,311 --> 00:10:57,151 So I'm just going to re assign a spawn position if there's a collision like so 181 00:10:57,663 --> 00:11:01,247 And it should be easy and then we can simply do 182 00:11:03,295 --> 00:11:05,087 Denzel ability 183 00:11:06,111 --> 00:11:07,391 Is equal to 184 00:11:08,671 --> 00:11:11,487 Enderal abilities seen that instantiated 185 00:11:11,999 --> 00:11:13,535 We're going to do get 3 186 00:11:14,815 --> 00:11:16,095 Snowdon group 187 00:11:16,607 --> 00:11:19,167 Foreground underscore layer 188 00:11:19,423 --> 00:11:22,751 Dot and child angel ability 189 00:11:23,007 --> 00:11:26,591 And then Enville ability that global position 190 00:11:26,847 --> 00:11:28,127 Is equal to 191 00:11:28,639 --> 00:11:29,663 Spine position 192 00:11:30,943 --> 00:11:35,039 Alright so that should be all that we need to do 193 00:11:35,295 --> 00:11:37,343 No just a test it really quick 194 00:11:37,599 --> 00:11:43,231 I'm going to go to my player and instantiated the Anvil ability controller in my abilities 195 00:11:43,487 --> 00:11:44,511 No there 196 00:11:44,767 --> 00:11:46,303 Let's see if it works 197 00:11:47,071 --> 00:11:49,631 And I forgot to set up my 198 00:11:50,399 --> 00:11:52,191 Export variable here so 199 00:11:52,959 --> 00:11:56,543 Welsh dragon over the end of the building there 200 00:11:58,335 --> 00:12:00,895 Something is going wrong way it is not 201 00:12:01,663 --> 00:12:02,687 Working 202 00:12:02,943 --> 00:12:04,223 And why is that 203 00:12:04,991 --> 00:12:10,367 Who's going to print the Anvil ability global position in just make sure the dad is working as I expected to 204 00:12:11,391 --> 00:12:17,279 Ok sorry invalid builder global position is like completely wrong if I go to the top left corner I can see that it's morning here 205 00:12:19,071 --> 00:12:20,863 So there's something wrong with this 206 00:12:21,631 --> 00:12:23,935 Alright my spawn position 207 00:12:24,703 --> 00:12:25,471 Needs to be 208 00:12:26,239 --> 00:12:29,311 Right ok I'm gonna move that player block up 209 00:12:29,823 --> 00:12:33,919 It's because my spawn position is not based on the player position so I can say 210 00:12:34,175 --> 00:12:36,479 Player that global position 211 00:12:36,735 --> 00:12:37,503 Class 212 00:12:37,759 --> 00:12:40,063 Direction X random range 213 00:12:40,575 --> 00:12:42,367 Ok so now we should be good girl 214 00:12:45,183 --> 00:12:48,767 Is actually not doing any damage so it's going to make it do damage 215 00:12:49,535 --> 00:12:51,071 Summoner create a 216 00:12:52,863 --> 00:12:59,007 Variable base damage and I'm using Constance now I think I use variables before it doesn't really matter but 217 00:12:59,263 --> 00:13:02,847 No base damage is equal to 15 give it a high damage 218 00:13:03,359 --> 00:13:04,639 Because it's a random 219 00:13:05,407 --> 00:13:08,223 And then we need to take that and availability 220 00:13:09,759 --> 00:13:15,135 And we need to make the hitbox component accessible something to add a script to the Anvil ability 221 00:13:15,391 --> 00:13:17,183 And then just drag on over 222 00:13:17,695 --> 00:13:21,023 That hitbox component so that way we can set the damage 223 00:13:22,815 --> 00:13:25,119 So Angela bullied at hitbox 224 00:13:25,375 --> 00:13:26,399 Component 225 00:13:26,911 --> 00:13:28,447 That damage is equal to 226 00:13:28,703 --> 00:13:29,471 Face 227 00:13:29,727 --> 00:13:30,239 Damage 228 00:13:31,007 --> 00:13:33,311 Alright so let's see if that works now 229 00:13:34,079 --> 00:13:36,895 Ok still no damage happening why is that 230 00:13:37,663 --> 00:13:40,991 Because my hip pops component does not have the proper players said 231 00:13:42,015 --> 00:13:44,831 I do not instantiate a hitbox component 232 00:13:45,343 --> 00:13:46,879 So I need to 233 00:13:47,647 --> 00:13:53,791 I did the wrong thing so you have a custom class name and I like search box hitbox component here 234 00:13:54,047 --> 00:14:00,191 Actually instituting the scene that is just creating a note of area2d with the Script attached to it but not 235 00:14:00,447 --> 00:14:02,495 We want instantiate the scene 236 00:14:04,543 --> 00:14:10,687 Hitbox component like so make sure you have this open in editor icon because that comes with all the 237 00:14:10,943 --> 00:14:12,223 Settings that we've set up as well 238 00:14:13,247 --> 00:14:17,599 So now with all those issues resolved now it should work 239 00:14:22,719 --> 00:14:24,767 So that appears to be working just fine 240 00:14:25,535 --> 00:14:31,679 Ok so not at working I'm going to remove that engility controller from the player 241 00:14:31,935 --> 00:14:36,031 And then it needs to be coming up green so it's got a resources upgrades 242 00:14:36,543 --> 00:14:38,847 I'm going to duplicate the 243 00:14:39,103 --> 00:14:43,967 Trys so duplicate Enville 244 00:14:44,479 --> 00:14:47,807 And this idea is going to be Enville 245 00:14:48,319 --> 00:14:49,855 Next one please can be one 246 00:14:50,623 --> 00:14:51,391 Anvil 247 00:14:52,927 --> 00:14:59,071 Drops anvils randomly on enemies that's going to be a description and then we need to 248 00:14:59,327 --> 00:15:01,119 I think the ability controller scene 249 00:15:01,887 --> 00:15:04,447 So Angela Billy controller drop ride in there 250 00:15:05,215 --> 00:15:05,727 Perfect 251 00:15:05,983 --> 00:15:08,543 And let's go open our upgrade manager 252 00:15:09,055 --> 00:15:13,919 I had an open it up and we need to preload that resource so far 253 00:15:14,431 --> 00:15:17,503 Upgrade anvil is equal to preload 254 00:15:18,271 --> 00:15:19,295 Anvil 255 00:15:19,551 --> 00:15:21,087 Trys 256 00:15:21,855 --> 00:15:22,879 And 257 00:15:23,391 --> 00:15:24,415 Let's see 258 00:15:26,719 --> 00:15:31,071 What is added below the axe here upgrade pool.at item 259 00:15:31,583 --> 00:15:33,375 Upgrade Anvil 260 00:15:33,887 --> 00:15:34,655 Also 10 261 00:15:35,423 --> 00:15:39,263 Out again that will filter out because the max quantity is 1 262 00:15:40,031 --> 00:15:46,175 Alright so I just make sure that this is working and Bump this up to 10000 basically guaranteed to be chosen 263 00:15:51,039 --> 00:15:53,599 And now I've got her angel dropping on enemies 264 00:15:54,367 --> 00:16:00,511 Alright so that's it for the ability I'm going to set this back to 10 and I'll see you in 265 00:16:00,767 --> 00:16:01,279 Adolescent 20388

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