All language subtitles for 001 Action Platformer Overview[UdemyIran.Com]

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Now it's finally time to get into the core of this course, which is actually making the 2D action platformer.

Over the remaining sections, you'll learn all of the necessary steps and best practices to create a

game like this in section four, which you're watching.

Currently, we'll cover the basics such as importing sprites, creating the character blueprint, setting

up input bindings, setting up character animations, and how to make the character move.

Section five will be all about creating the player's projectiles, which will be our main method of

attack.

We'll first create the projectile by itself and cover collision settings, and after that, actually

make the player character play an animation and shoot the projectile at the correct position.

Lastly, we'll also implement a system that limits the maximum amount of shots that can be active on

the screen at any given time, which is important for performance, but also as some game design implications

which we'll get into.

Section six will be all about setting up a health and damage system.

We'll create the health system in a modular fashion so it is clean, and that we can use it for both

the player and all of the different enemies we'll build.

We'll also cover how to implement material flashing on damage for better readability, and also how

to knock back and stun the player when receiving damage.

In section seven, we'll implement a lot of the advanced player abilities.

First, we'll use the Enhanced Input System to set up a charge shot mechanic.

This will allow us to hold the shoot button to charge up a stronger version of the projectile, and

shoot it when letting go.

We'll also go into how to use the cube grid system to gray box levels, since we'll need this to test

our wall slide and wall jump, which we'll create after this.

To finish this off, we'll also create a ground slide and handle all edge cases and moments where we

need to cancel the slide.

Section eight will be about respawning the player after defeat.

First, we'll just spawn at the player.

Start at the beginning of the level, but will then also implement a simple checkpoint system.

Lastly, we'll create a fall detector that will also trigger the defeated state of the player.

This can be used for pits, but also for lava and other things that should lead to an instant defeat.

In section nine, we'll create four different enemies for our game and also their AI behavior.

First, we'll create a graph that just keeps on walking forward, but turns around when hitting a wall

or before falling down a ledge.

Next, we'll create a lizard enemy that is stationary and shoots fireballs in certain intervals.

After that, we'll create our first flying enemy, which is a bat that has two waypoints which we can

freely set in the level and will fly back and forth between them.

And lastly, we'll create a demonic AI that senses when the player comes close and will start to chase

after it.

Section ten will teach you the basics of how to create UI through widgets and Unreal Engine, and will

then apply the knowledge to designing a health UI and then also making it functional by updating it

whenever the player takes damage.

In section 11, we learn the basics of how we can play sound effects.

In this project there are three different categories of sound effects.

One of sounds that we can play from the blueprints animation dependent sounds such as footsteps and

looping sounds such as charging up the projectile.

And we'll go through implementing all of those.

In section 12, we'll have a look at how we could use what we've created so far with 3D maps from the

marketplace to create a 2D 3D hybrid look for the game.

After experimenting with that, though, we'll switch over to making the game completely 2D and first

prepare the tile sets and tile maps needed for that.

We'll then update some project settings and camera options that are best practice for making 2D only

games.

I'll then walk you through my thought process when planning out levels throughout the next couple of

videos.

After that, we'll make all of the necessary tile maps, place enemies and gimmicks in the level, and

finalize everything by creating an exit door and a level clear trigger.

This concludes the course and you'll have a fully working 2D action platform by the end of it.

As a bonus, there's another section for how to create a ladder climbing system, since this is a staple

of Megamind clones and Metroidvanias.

However, here things get a bit more complicated and I decided to not make this section mandatory.

However, I encourage you to take on the challenge and also try to clear the section.

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.