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Original subtitles

1 1

[MUSIC] 2

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In this video we'll be creating our success levels so 3

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that when the player reaches the very end of your game there is a scene that loads 4

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where they can run around. 5

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Some sort of congratulations, winner, winner chicken dinner. 6

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Click the main menu, that takes you back to the very first screen. 7

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This is our main screen where we've implemented a start button, 8

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where you can start the game and then go through the game. 9

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So it's all just very functional at the moment. 10

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You can make it as pretty and awesome and dressed up as you like, but for 11

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now we just want to get that full complete game flow implemented in our game. 12

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Let's start by making ourselves a start button. 13

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I'm gonna right click, go to UI > Button. 14

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That automatically creates a canvas as well. 15

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I'm just gonna rename this main menu Canvas. 16

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Not critical to do that, but I like to do it just do I know what's going on. 17

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And then button, we are going to rename to start button,that is cool. 18

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And you can see underneath the start button we have some text. 19

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The text we will name start game. 20

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Okay so that's all our naming done, 21

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although I guess that's labeling as opposed to naming. 22

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I'm going to double click the start button itself so it zooms in and 23

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reposition that so it's in the middle of the screen. 24

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You can see when the line goes blue it's in the middle, and hold down alt, so 25

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I'm going to move this a little bit then hold down alt. 26

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So it moves both sides, and drag it down a little bit, okay. 27

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So we've got the button roughly the size that I want to have it, 28

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on top of my game screen there. 29

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I'm gonna have the two windows side by side, so 30

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I can see how it actually looks in my game screen. 31

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Drag this over, you see at the moment that it's not 32

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matching with what we have on the left, with what we have on the right. 33

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This is, as I move my perspective, I move the scaling of my window. 34

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It's making a mess of my button here, 35

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so let's clean that up by clicking on the main menu canvas. 36

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See the canvas scaler here instead of constant pixel size say scale with 37

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screen size. 38

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Now as I move my window around, if we had different resolution and different scaling 39

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and all that kind of good stuff, the button will stay as we want it. 40

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And click on the button, that'll take me down to text. 41

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Click on the button, there we go, I'm gonna move these handles. 42

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Currently it's anchored just generally in the middle. 43

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I'll click on the up, I'm sorry on the top, so 44

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center top you can see it's anchored up the center top now. 45

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What I want to do is anchor it relative to the rest of the screen. 46

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So I need to grab the handles here, 47

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pull that down to the bottom left, pull that to the bottom right. 48

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So I have a handle on each of the corner of my canvas. 49

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That means this will stay relative to screen size, as well. 50

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As we move it around, it's going to stay anchored to its position 51

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on the outside of the screen. 52

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Last tip, click on the Start button. 53

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I'm gonna change the color. 54

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Well, this is probably the second last step, actually. 55

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Make the color a little bit of a yellow. 56

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And then the last step, click on Text. 57

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And change the font size here, make this 50, nice and 58

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big, probably change it to bold. 59

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Plenty of scope in there for you to go and change the font, 60

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maybe do some text mesh pro and make this look a little bit more fancy. 61

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For now that's it. 62

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Good for us. 63

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Actually I told a fib, there's one last last step. 64

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How many last steps are we going to have, Eric? 65

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Well one last last step, which is change the highlight color and press color. 66

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Highlight color will change to kind of an orangey color, 67

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that's when you mouse over it. 68

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And then when it is clicked, we'll change it to a darker, 69

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kind of brownie color here. 70

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So I click play, then mouse over it and we will see what effect that it has. 71

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Mouse over, yep and then click. 72

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And that's doing all the stuff that I want it to do. 73

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And still move my character around independent of that. 74

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You could just have the load next out level exit button down here. 75

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And have the whole thing blank and 76

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let the player figure it out when they come down here. 77

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That would be cool as well, having an exciting way to learn how to. 78

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Exit a level but 79

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for now when it goes through this mechanism of doing stop button. 80

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Okay, what we need to do for our button is give it a script and 81

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with that script we want to load in the next scene. 82

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So I come down to add component. 83

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We'll call this menu, yes, and then create and add that. 84

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Open up Visual Studio. 85

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And this would be a very simple script in here. 86

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I need to make sure we're using the namespace, 87

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unityengine.scenemanagement. 88

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Okay, now we're using that. 89

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Going to remove the start and update functions, we don't need those. 90

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Create our function, which we'll call StartFirstLevel, I think. 91

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StartFirstLevel, and I typed that in first cuz I wanna 92

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take a moment just to point out that we're gonna need to make this public. 93

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So public Void needs to be public so that from our button, 94

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we're in a position to cull this method, so that we can load the next level. 95

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That's why we need to have it public. 96

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And then what do we need to do in here? 97

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Well, we need to say scenemanager.loadscene. 98

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And what scene are we loading? 99

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We'll load scene one. 100

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That looks pretty good. 101

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And we click on our selector here, hit the Scene tab. 102

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And then we're looking for our start button, 103

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which is in the scene, selected the start button. 104

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Now we have the start button, which contains the menu script. 105

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From there we can click on Menu and find Start First Level. 106

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That should be the mechanism for when we click the button, 107

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it will run this method and it will take us to the first level. 108

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Let's see if that actually works, click play. 109

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I ran a little bit, click the button, and 110

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then it loads onto the next level, fantastic. 111

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Okay, so that's the mechanism of creating a start button. 112

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I want to top and tail the game, in other words have something at the front and 113

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end by having a success screen as well. 114

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That's my challenge for 115

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you, create a success level, where we have a final you win screen. 116

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Similar to the start menu but with a you win, and 117

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then some sort of congratulations or well done this is fantastic. 118

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And then a play again button, which will take the player back to the first level. 119

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Or you could have it take them back to the main menu. 120

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And then from there they can go to play. 121

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So maybe I'll do it that way. 122

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At the very end it says, finish or success or well done and 123

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then have that take the player to the main menu. 124

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And as a final step add some flair and share, 125

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do something nifty with your final screen. 126

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When the player wins do something cool and add some fireworks or 127

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the play doing backflips, and share that with us. 128

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And when you've done that I will see you back here. 129

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Okay, let's quickly go through this together, 130

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I'm going to duplicate my main menu, call this success. 131

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Make sure that I've gone up into my build settings up Yonda, where are you? 132

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File, build settings. 133

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And to add Success in here and have it as index number 3. 134

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Cool, that's all good. 135

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We're currently selected on Main Menu. 136

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Jump into Success screen. 137

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And do just a little bit of editing, very quick editing here on the, 138

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Screen itself, just to show it's a little bit different. 139

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So Instead of climbing, we need to click on Foreground, and 140

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then on my tile brush, my rule tile. 141

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I'll get rid of all this stuff at the top here, 142

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make it look like there's some opening that they've reached the end. 143

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And some sort of, yeah, some sort of teasing them ladder, 144

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that kind of goes nowhere, I think might be a little interesting. 145

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Click on the climbing layer, click on the ladder, and then here's a ladder that sort 146

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of just Ambiguously goes up to the top of the screen. 147

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Okay not the greatest of final screen but 148

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one of those things it could be a little bit cool having the player window. 149

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What on earth should I be doing here? 150

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We'll add something more complex as we make the game in more detail, 151

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I think as for what we've got now. 152

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Okay so we've just duplicated all the content over instead of our, where is it? 153

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Instead of our main menu canvas, I'll rename this to finish canvas or success. 154

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Success menu canvas, okay. 155

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And then instead of the button being stop, 156

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I'm going to have this a replay button, I think. 157

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Replay good replay button, and 158

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then the text will need to say replay game, good. 159

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That looks pretty good. 160

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Like I say you can differentiate this a bunch. 161

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For now I'm just going through the role of functionality of it to 162

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make sure it all works. 163

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And then the script is gonna do exactly the same thing. 164

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We need to point it back to the start. 165

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So that's our end screen, if we're on here, loaded on the success menu. 166

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Run around, run around, run around, and then click Replay Game. 167

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It takes us back to the first level, it looks a little bit odd, 168

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cuz I've started my player in the middle of the first level. 169

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But we'd have it start in the proper place in the first level. 170

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If we want to have that go back to the load screen, 171

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then we would change the button. 172

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Instead of it being Replay we would say, main menu, or something along those lines. 173

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Change the button to main menu button, 174

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and then we need to change, make a change for our script in here. 175

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Jumping in the menu, reload, I guess I need to do that, yup. 176

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And then we create another method instead of public void, 177

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start first level, we're going to say Public void, 178

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LoadMainMenu, and that will be a index of zero. 179

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Okay, then back over into our, what's this we're on now. 180

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Main menu button down here. 181

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We need to change out on click, instead of being main menu. 182

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Sorry, first startfirstlevel, it needs to be loadmainmenu, there we go. 183

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We've saved that and 184

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then click play, all going to play, this should take us back to the very start. 185

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Click Main Menu, it takes us back to Start Game. 186

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Start Game, Run through. 187

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Get to the [SOUND]. 188

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Okay, that killed me but that's all good. 189

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So we've got our flow worked out now. 190

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That should be enough functionality for you to be able to do your full flow from 191

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Main Menu to Game through all the game scenes. 192

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Back to the end, you win. 193

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Once you have that success, 194

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then you return back to the very start of the screen. 195

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I said adding a little bit of flair or 196

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a little bit of something in there, some text to let them know they actually won. 197

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Let's do that very briefly. 198

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So under my Success main menu, I'm gonna right-click, UI, Text. 199

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And this text box will say something along the lines of, 200

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let's see, winner, winner chicken dinner. 201

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For those of you who are familiar with PUBG, you will know what that's all about. 202

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We'll make this 30, and 203

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we will change the size of that a little bit, go to my t tool here. 204

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Move that, move this. 205

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Little bit bigger, winner winner chicken dinner. 206

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Okay, center that text and I think I will 207

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put a line break in between these two, there we go, winner winner chicken dinner. 208

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Its a little bit light, lets make it white in color. 209

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The color of the text in here white, there we go. 210

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Last step I'm just going to reposition my text to be above the menu and 211

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my menu to be below my text, there we go. 212

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Okay, not super pretty, but is super functional. 213

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There we have our final success screen. 214

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You've also created a main menu screen which has a start button that 215

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launches the game. 216

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That's the full flow and I'll see you in the next video for 217

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some more chunky aspects of getting our game flowing nicely for the player. 218

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See you in there.

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