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