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These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,939 Now it's finally time to get into the core of this course, which is actually making the 2D action platformer. 2 00:00:04,939 --> 00:00:09,140 Over the remaining sections, you'll learn all of the necessary steps and best practices to create a 3 00:00:09,140 --> 00:00:11,360 game like this in section four, which you're watching. 4 00:00:11,360 --> 00:00:17,120 Currently, we'll cover the basics such as importing sprites, creating the character blueprint, setting 5 00:00:17,120 --> 00:00:21,680 up input bindings, setting up character animations, and how to make the character move. 6 00:00:21,710 --> 00:00:26,180 Section five will be all about creating the player's projectiles, which will be our main method of 7 00:00:26,180 --> 00:00:26,690 attack. 8 00:00:26,690 --> 00:00:30,800 We'll first create the projectile by itself and cover collision settings, and after that, actually 9 00:00:30,800 --> 00:00:34,580 make the player character play an animation and shoot the projectile at the correct position. 10 00:00:34,580 --> 00:00:38,720 Lastly, we'll also implement a system that limits the maximum amount of shots that can be active on 11 00:00:38,720 --> 00:00:43,550 the screen at any given time, which is important for performance, but also as some game design implications 12 00:00:43,550 --> 00:00:44,690 which we'll get into. 13 00:00:44,720 --> 00:00:47,870 Section six will be all about setting up a health and damage system. 14 00:00:48,350 --> 00:00:52,670 We'll create the health system in a modular fashion so it is clean, and that we can use it for both 15 00:00:52,670 --> 00:00:54,740 the player and all of the different enemies we'll build. 16 00:00:54,740 --> 00:00:59,150 We'll also cover how to implement material flashing on damage for better readability, and also how 17 00:00:59,150 --> 00:01:01,520 to knock back and stun the player when receiving damage. 18 00:01:01,520 --> 00:01:05,060 In section seven, we'll implement a lot of the advanced player abilities. 19 00:01:05,060 --> 00:01:08,750 First, we'll use the Enhanced Input System to set up a charge shot mechanic. 20 00:01:08,750 --> 00:01:12,830 This will allow us to hold the shoot button to charge up a stronger version of the projectile, and 21 00:01:12,830 --> 00:01:13,970 shoot it when letting go. 22 00:01:13,970 --> 00:01:17,960 We'll also go into how to use the cube grid system to gray box levels, since we'll need this to test 23 00:01:17,960 --> 00:01:20,900 our wall slide and wall jump, which we'll create after this. 24 00:01:21,450 --> 00:01:25,740 To finish this off, we'll also create a ground slide and handle all edge cases and moments where we 25 00:01:25,740 --> 00:01:26,970 need to cancel the slide. 26 00:01:27,000 --> 00:01:30,060 Section eight will be about respawning the player after defeat. 27 00:01:30,090 --> 00:01:31,500 First, we'll just spawn at the player. 28 00:01:31,500 --> 00:01:35,820 Start at the beginning of the level, but will then also implement a simple checkpoint system. 29 00:01:35,850 --> 00:01:40,140 Lastly, we'll create a fall detector that will also trigger the defeated state of the player. 30 00:01:40,410 --> 00:01:45,240 This can be used for pits, but also for lava and other things that should lead to an instant defeat. 31 00:01:45,630 --> 00:01:49,860 In section nine, we'll create four different enemies for our game and also their AI behavior. 32 00:01:50,160 --> 00:01:54,390 First, we'll create a graph that just keeps on walking forward, but turns around when hitting a wall 33 00:01:54,390 --> 00:01:56,010 or before falling down a ledge. 34 00:01:56,400 --> 00:02:00,900 Next, we'll create a lizard enemy that is stationary and shoots fireballs in certain intervals. 35 00:02:01,380 --> 00:02:06,030 After that, we'll create our first flying enemy, which is a bat that has two waypoints which we can 36 00:02:06,030 --> 00:02:08,970 freely set in the level and will fly back and forth between them. 37 00:02:09,000 --> 00:02:13,350 And lastly, we'll create a demonic AI that senses when the player comes close and will start to chase 38 00:02:13,350 --> 00:02:14,040 after it. 39 00:02:14,070 --> 00:02:19,410 Section ten will teach you the basics of how to create UI through widgets and Unreal Engine, and will 40 00:02:19,410 --> 00:02:24,030 then apply the knowledge to designing a health UI and then also making it functional by updating it 41 00:02:24,030 --> 00:02:25,620 whenever the player takes damage. 42 00:02:26,320 --> 00:02:29,830 In section 11, we learn the basics of how we can play sound effects. 43 00:02:29,980 --> 00:02:32,890 In this project there are three different categories of sound effects. 44 00:02:32,890 --> 00:02:38,020 One of sounds that we can play from the blueprints animation dependent sounds such as footsteps and 45 00:02:38,020 --> 00:02:40,450 looping sounds such as charging up the projectile. 46 00:02:40,630 --> 00:02:42,760 And we'll go through implementing all of those. 47 00:02:42,760 --> 00:02:47,410 In section 12, we'll have a look at how we could use what we've created so far with 3D maps from the 48 00:02:47,410 --> 00:02:50,290 marketplace to create a 2D 3D hybrid look for the game. 49 00:02:50,620 --> 00:02:54,790 After experimenting with that, though, we'll switch over to making the game completely 2D and first 50 00:02:54,790 --> 00:02:57,250 prepare the tile sets and tile maps needed for that. 51 00:02:57,880 --> 00:03:01,990 We'll then update some project settings and camera options that are best practice for making 2D only 52 00:03:01,990 --> 00:03:02,620 games. 53 00:03:03,010 --> 00:03:07,120 I'll then walk you through my thought process when planning out levels throughout the next couple of 54 00:03:07,120 --> 00:03:07,480 videos. 55 00:03:07,480 --> 00:03:11,920 After that, we'll make all of the necessary tile maps, place enemies and gimmicks in the level, and 56 00:03:11,920 --> 00:03:16,270 finalize everything by creating an exit door and a level clear trigger. 57 00:03:16,810 --> 00:03:21,160 This concludes the course and you'll have a fully working 2D action platform by the end of it. 58 00:03:21,610 --> 00:03:26,710 As a bonus, there's another section for how to create a ladder climbing system, since this is a staple 59 00:03:26,710 --> 00:03:28,870 of Megamind clones and Metroidvanias. 60 00:03:28,900 --> 00:03:33,670 However, here things get a bit more complicated and I decided to not make this section mandatory. 61 00:03:33,700 --> 00:03:37,720 However, I encourage you to take on the challenge and also try to clear the section. 6927

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