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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:04,220 In this lesson, we're going to create our project and go through the most essential settings you need 2 00:00:04,220 --> 00:00:05,300 for 2D games. 3 00:00:05,300 --> 00:00:09,650 Like we talked about in the course orientation, we're going to use Unreal Engine 5.3. 4 00:00:09,650 --> 00:00:14,270 You can see that I have 5.3.2 here, but any version of 5.3 is fine. 5 00:00:14,270 --> 00:00:17,030 Just click on launch to open up the project browser. 6 00:00:18,250 --> 00:00:19,960 Of course you want to create a game. 7 00:00:19,960 --> 00:00:21,940 So click on the games tab here. 8 00:00:21,940 --> 00:00:25,390 And we now have to pick the correct template on my PC. 9 00:00:25,420 --> 00:00:28,210 You can see three additional templates you don't see on your end. 10 00:00:28,240 --> 00:00:33,310 Two of these are only available for patrons, but this 2D side scroller one is available for everybody 11 00:00:33,310 --> 00:00:37,030 for free on GitHub, and you can check it out from the link in the resources. 12 00:00:37,030 --> 00:00:39,670 This can help you set up 2D games much faster. 13 00:00:39,670 --> 00:00:43,960 However, in this course I of course want to show you how we can make a game from scratch. 14 00:00:43,960 --> 00:00:48,160 So we're going to select the blank template and start from here on the right side. 15 00:00:48,160 --> 00:00:49,960 We don't have to change any of these settings. 16 00:00:49,960 --> 00:00:51,640 We want to make a blueprint project. 17 00:00:51,670 --> 00:00:53,290 Target platform is desktop. 18 00:00:53,290 --> 00:00:56,740 We don't need starter content and we also don't need ray tracing. 19 00:00:58,240 --> 00:01:04,900 We then just have to give the project a name, and I'm just going to call it Mega Action Platformer 20 00:01:04,900 --> 00:01:06,220 and click on create. 21 00:01:06,250 --> 00:01:09,490 Once it's done loading, you should see this big open world map. 22 00:01:09,490 --> 00:01:11,530 And of course, this is not what we're going to use. 23 00:01:11,530 --> 00:01:18,730 So let's first go to File New Level and select the basic level and click on create. 24 00:01:18,850 --> 00:01:23,500 And this is the level I always like to use when setting up the characters and prototyping. 25 00:01:23,500 --> 00:01:27,700 But later on, of course, we're also going to use Tilemaps and make a 2D level as well. 26 00:01:28,210 --> 00:01:31,840 First, we need to save the map to make sure that it doesn't just disappear. 27 00:01:31,840 --> 00:01:40,000 So we can go to File Save current level as and in here in content, right click create a new folder 28 00:01:40,000 --> 00:01:41,380 called maps. 29 00:01:41,620 --> 00:01:42,460 Click enter. 30 00:01:42,490 --> 00:01:43,840 Go into the maps folder. 31 00:01:43,840 --> 00:01:46,450 And now we can set the name for the map. 32 00:01:46,450 --> 00:01:48,670 And it's customary to call it map. 33 00:01:48,670 --> 00:01:50,410 All in caps underscore. 34 00:01:50,410 --> 00:01:52,840 And I'm going to call it debug. 35 00:01:53,600 --> 00:01:55,100 And click on save. 36 00:01:56,030 --> 00:02:00,950 Now we also want to set this as the default map, because if we close down Unreal Engine now and open 37 00:02:00,950 --> 00:02:04,550 it up again, it doesn't know which map to load, so we have to set it up. 38 00:02:05,270 --> 00:02:08,660 For this we can go to Edit Project Settings. 39 00:02:09,410 --> 00:02:16,310 Go to maps and modes here, and under default maps for the editor startup map, we can click here and 40 00:02:16,310 --> 00:02:21,500 select our map debug which we created and the same for the game default map. 41 00:02:21,500 --> 00:02:23,750 Again, select the map debug. 42 00:02:24,340 --> 00:02:28,840 The difference here is that the editor startup map is the first map that Unreal Engine shows you if 43 00:02:28,840 --> 00:02:32,920 you open it up, and the game default map is actually the map that is first loaded. 44 00:02:32,920 --> 00:02:35,860 If you package the game and a player opens up your game. 45 00:02:36,930 --> 00:02:38,460 And if you want to set this for both. 46 00:02:39,240 --> 00:02:40,980 So we can now exit out of this. 47 00:02:40,980 --> 00:02:45,330 And even if we close the Unreal Engine and open it up again, it's first going to open up this map. 48 00:02:46,380 --> 00:02:49,650 Let's just have a quick look at what this map gives us. 49 00:02:50,550 --> 00:02:55,350 Uh, first of all, well, we have the ground here, and this is what our character is going to be able 50 00:02:55,350 --> 00:02:56,850 to walk around on. 51 00:02:57,090 --> 00:03:01,200 Uh, we have directional light, which is basically emulating the sun. 52 00:03:01,200 --> 00:03:05,190 We have exponential height, fog, the sky, atmosphere and skylight. 53 00:03:05,190 --> 00:03:09,150 And these just all contribute to what the map is going to look like. 54 00:03:09,150 --> 00:03:15,030 You can actually click on this eye icon and you can see toggle certain things off and on and see what 55 00:03:15,030 --> 00:03:15,750 they do. 56 00:03:15,750 --> 00:03:19,680 And this is a very easy way to understand what each element does. 57 00:03:20,850 --> 00:03:26,370 And yeah, we're first going to build out our game as a 2D 3D hybrid, which means we are using 2D characters 58 00:03:26,370 --> 00:03:30,690 that use sprites, but the background is going to be 3D, as you can see here. 59 00:03:30,690 --> 00:03:35,970 And later on we're also going to make a 2D only map and change the settings accordingly. 60 00:03:36,150 --> 00:03:41,940 One quick thing I always like to do when working with this map, because the ground looks kind of boring, 61 00:03:41,940 --> 00:03:45,060 and this is also going to teach you about materials a little bit. 62 00:03:45,060 --> 00:03:50,190 I like to just go to content, create a new folder, call it materials. 63 00:03:53,240 --> 00:03:56,720 And I want to give the floor a custom material. 64 00:03:56,720 --> 00:04:03,350 So if we select the floor here, you can scroll down and you're going to see materials element zero. 65 00:04:03,350 --> 00:04:05,630 And you have this myproc grid. 66 00:04:05,630 --> 00:04:08,630 And this determines what the floor is going to look like. 67 00:04:08,660 --> 00:04:11,300 You can just click on the folder icon here. 68 00:04:11,300 --> 00:04:14,360 And it's going to show you where this is located in the folder. 69 00:04:14,360 --> 00:04:15,590 And you can see on the left side. 70 00:04:15,590 --> 00:04:17,120 Now like we have all of these folders. 71 00:04:17,120 --> 00:04:22,880 These are not our project folders, but actually the folders that come with this version of Unreal Engine. 72 00:04:22,880 --> 00:04:25,580 So we actually don't want to change the material here. 73 00:04:25,580 --> 00:04:30,410 Because if you change the material here, it's going to change it in all of your other games as well. 74 00:04:30,410 --> 00:04:33,650 So we actually just want to create a copy of it. 75 00:04:33,650 --> 00:04:35,990 So this mi underscore Pro grid. 76 00:04:36,500 --> 00:04:38,000 And be very careful with this. 77 00:04:38,030 --> 00:04:39,980 We can drag it into the materials folder. 78 00:04:39,980 --> 00:04:42,860 But we do not want to move it here. 79 00:04:42,860 --> 00:04:46,010 We actually want to copy it here to create a copy of it. 80 00:04:46,750 --> 00:04:48,040 And this succeeded. 81 00:04:48,040 --> 00:04:51,880 We can go back to the materials folder and collapse the engine folder. 82 00:04:52,800 --> 00:04:57,780 And now we have our own copy of the Prakrit, which only exists in this project. 83 00:04:58,120 --> 00:05:01,720 So we can now change this without affecting any of the other projects. 84 00:05:02,200 --> 00:05:04,810 And we can just double click it, open it up. 85 00:05:04,810 --> 00:05:08,050 And here you can see the checker color number one. 86 00:05:08,050 --> 00:05:09,070 Number two. 87 00:05:09,190 --> 00:05:11,710 And we can change all of these to our liking. 88 00:05:11,710 --> 00:05:16,840 So what I like to do for Twitter clips and just sharing with your friends to make the game look cooler 89 00:05:16,840 --> 00:05:22,960 is to not just use the gray, but give it some orange and some nice black colors so we can go to the 90 00:05:22,960 --> 00:05:24,040 checker color one. 91 00:05:24,640 --> 00:05:28,030 And we can just select a nice orange. 92 00:05:29,550 --> 00:05:31,350 And also make it brighter. 93 00:05:32,060 --> 00:05:35,210 Like this and a little bit more saturated. 94 00:05:35,690 --> 00:05:39,320 But yeah, you can also use a different color if you like to and click on okay. 95 00:05:39,320 --> 00:05:45,620 And for the checkered color number two I just want to go pretty dark, not completely black but just 96 00:05:45,620 --> 00:05:46,880 a very dark. 97 00:05:46,880 --> 00:05:48,620 Go a little bit into the blues. 98 00:05:48,620 --> 00:05:50,510 Make it look a little bit more interesting. 99 00:05:51,420 --> 00:05:52,890 And then click on okay. 100 00:05:53,100 --> 00:05:55,050 Then on the left we can click on save. 101 00:05:55,050 --> 00:05:56,400 Close this window. 102 00:05:56,400 --> 00:06:00,270 And nothing has changed yet because we still have to apply this material. 103 00:06:00,270 --> 00:06:04,620 And you can just drag it onto the floor and it's going to apply it. 104 00:06:04,620 --> 00:06:08,550 And I think this by itself already makes it look a little bit more interesting. 105 00:06:08,550 --> 00:06:14,670 And this was also just a small exercise of how we can copy a material from the engine folder and make 106 00:06:14,670 --> 00:06:16,440 a local copy for ourselves. 107 00:06:16,440 --> 00:06:20,460 This is something we're also going to use for the paper 2D materials later on. 108 00:06:20,940 --> 00:06:25,020 When making 2D and 2D 3D hybrid games with Unreal Engine, there are certain project settings we need 109 00:06:25,020 --> 00:06:26,400 to take care of right away. 110 00:06:26,400 --> 00:06:27,780 So let's do that. 111 00:06:27,780 --> 00:06:34,890 The first thing we want to do is go to Edit Project Settings and look for anti-aliasing. 112 00:06:37,730 --> 00:06:42,770 In short, anti-aliasing is a process that removes jagged lines and makes objects look smoother. 113 00:06:44,540 --> 00:06:49,580 On the left side you can see no anti-aliasing, and on the right side you see it with anti-aliasing. 114 00:06:49,580 --> 00:06:55,130 And if I drag around here, you can see how the jagged lines or stair steps here disappear. 115 00:06:55,790 --> 00:06:57,380 And generally this is a good thing. 116 00:06:57,380 --> 00:07:01,460 However, with pixel art this can cause many issues and graphical artifacts. 117 00:07:02,810 --> 00:07:07,550 And here in the default settings and the aliasing method, you can see that by default this is set to 118 00:07:07,550 --> 00:07:08,510 TSR. 119 00:07:08,510 --> 00:07:12,110 And this works great for 3D games, however not with pixel art. 120 00:07:12,710 --> 00:07:15,920 So we can click here and see all of the available options. 121 00:07:16,250 --> 00:07:22,040 If you make a 2D only game, we could select none because we don't benefit from anti-aliasing. 122 00:07:22,280 --> 00:07:27,770 However, if we make a 2D 3D hybrid, we want the backgrounds and 3D objects to use anti-aliasing, 123 00:07:28,010 --> 00:07:31,190 and the method that is best for this is fxaa. 124 00:07:31,340 --> 00:07:36,170 This makes your backgrounds look better, but actually doesn't have negative effects on your pixel art. 125 00:07:36,650 --> 00:07:38,960 So for 2d 3D hybrids, I always use this. 126 00:07:38,960 --> 00:07:43,190 But even for 2D only games, this doesn't really cause any issues. 127 00:07:43,640 --> 00:07:46,250 But again, for 2D only game you could switch to none. 128 00:07:46,850 --> 00:07:50,060 The next one you want to take care of is motion blur. 129 00:07:51,050 --> 00:07:54,200 Search it up and by default this is set to true. 130 00:07:54,560 --> 00:07:59,840 Again, this is a very stylish effect that might work well with 3D games, but even with 3D games, 131 00:07:59,840 --> 00:08:01,640 there are some people that don't like this. 132 00:08:01,640 --> 00:08:06,890 And for 2D games using pixel art, this is actually really bad and causes glitches and artifacts. 133 00:08:06,890 --> 00:08:11,870 So we always want to turn this off for 2D games and 2D 3D hybrid games as well. 134 00:08:12,650 --> 00:08:15,500 Next up is pixels per unit. 135 00:08:16,730 --> 00:08:22,520 And this is a setting in the paper to the importer, and the value we set here will be applied to any 136 00:08:22,520 --> 00:08:23,510 sprite we create. 137 00:08:23,510 --> 00:08:28,400 After setting this up, the default pixels per unreal unit is 1.0. 138 00:08:28,790 --> 00:08:32,330 But first we also need to understand what is an Unreal Engine unit. 139 00:08:32,690 --> 00:08:36,080 Well, one Unreal Engine unit is one centimetre. 140 00:08:36,929 --> 00:08:39,570 Or 0.032ft. 141 00:08:39,600 --> 00:08:46,050 This means that if we have a 32 pixel tall character like this with the setting of one pixel per unit, 142 00:08:46,050 --> 00:08:51,570 the character will only be 32cm tall, which is very small for a human. 143 00:08:51,870 --> 00:08:57,960 However, if we change the pixel per unit setting to 0.25, this sprite will basically be four times 144 00:08:57,960 --> 00:08:58,830 as big. 145 00:08:59,040 --> 00:09:04,320 And that means this character would be 128cm, or 4.2ft tall. 146 00:09:04,440 --> 00:09:09,270 This is about the height of a child, but since this character is drawn in a chibi style, this is in 147 00:09:09,270 --> 00:09:10,320 a reasonable range. 148 00:09:10,320 --> 00:09:11,640 Why is this important? 149 00:09:11,640 --> 00:09:16,320 Because the character movement component expects our character to be of a reasonable height. 150 00:09:16,560 --> 00:09:19,920 Otherwise, you'll run into issues where you'll instantly snap down ledges. 151 00:09:19,920 --> 00:09:22,770 Or you can just walk up stairs that are way too high. 152 00:09:23,190 --> 00:09:27,210 So this is always something you want to keep in mind with your pixel per unit setting. 153 00:09:27,210 --> 00:09:32,340 And from my experience, 0.25 is usually the go to value, and you can then experiment a little bit 154 00:09:32,340 --> 00:09:33,900 and make some changes if you need to. 155 00:09:33,900 --> 00:09:37,290 But for this project, 0.25 turned out to be the right value. 156 00:09:37,290 --> 00:09:41,820 So let's update this from 1 to 0.25. 157 00:09:42,860 --> 00:09:47,180 And as the last step for this video, we want to install the free Paper XRD plugin. 158 00:09:47,510 --> 00:09:51,770 I talked about why we use Paper XRD and how amazing it is in the course orientation. 159 00:09:51,770 --> 00:09:54,890 So in case you skipped that lesson, please make sure to check it out. 160 00:09:54,950 --> 00:09:57,500 Installing and setting it up is very simple. 161 00:09:57,500 --> 00:10:02,930 You want to open up the Epic Games launcher and go to Unreal Engine and Marketplace. 162 00:10:06,970 --> 00:10:08,470 Here under Search Products. 163 00:10:08,470 --> 00:10:16,150 You just want to type in paper, CD, paper, CD and make sure there's no space and then search for 164 00:10:16,150 --> 00:10:16,600 it. 165 00:10:17,230 --> 00:10:21,160 And it should be the first thing that shows up by Critical Failure Studio. 166 00:10:22,860 --> 00:10:26,130 And since I already have it installed, for me it just says install to engine. 167 00:10:26,130 --> 00:10:28,800 But for you it should say something like free or claim. 168 00:10:28,800 --> 00:10:33,330 So please click on that, log in to your account and make sure that this free plugin is attached to 169 00:10:33,330 --> 00:10:34,020 your account. 170 00:10:34,020 --> 00:10:39,990 After that, you can simply click on Install to Engine and you can then select Unreal Engine 5.3. 171 00:10:39,990 --> 00:10:42,570 I already have it installed, so for me it doesn't show up here. 172 00:10:42,570 --> 00:10:47,370 But yeah, just make sure to select Unreal Engine 5.3 after it's done installing. 173 00:10:47,370 --> 00:10:52,740 If you click on install plugins under Unreal Engine 5.3, you should then be able to see papers here. 174 00:10:53,640 --> 00:10:56,790 After that, you might need to restart the Unreal Engine project. 175 00:10:57,210 --> 00:11:07,110 And once you open it up again here we want to go to Edit plugins and look for paper CD again with no 176 00:11:07,110 --> 00:11:08,010 space in between. 177 00:11:08,010 --> 00:11:09,870 And it should then show up here. 178 00:11:10,390 --> 00:11:12,550 And we then want to activate this plugin. 179 00:11:12,550 --> 00:11:15,430 So just click here to toggle it on. 180 00:11:15,430 --> 00:11:18,520 And you then have to restart the Unreal Engine editor again. 181 00:11:18,520 --> 00:11:20,080 But you can just click on restart. 182 00:11:20,110 --> 00:11:26,260 Now here we can then easily confirm that paper ID is active by either just going back to plugins and 183 00:11:26,260 --> 00:11:29,530 looking for paper CD again and just seeing that it is checked now. 184 00:11:29,530 --> 00:11:36,040 But also if we're in the map and open up the content drawer, we can just right click anywhere. 185 00:11:36,040 --> 00:11:40,120 And we should then have the paper context menu available. 186 00:11:40,120 --> 00:11:44,380 And here we can create animation sequences, animation source and animation blueprint. 187 00:11:44,380 --> 00:11:48,760 So this is proof that Paper XRD is correctly installed and initialized. 188 00:11:48,760 --> 00:11:53,320 And this is all the groundwork we have to do to create a 2D or 2D 3D hybrid game. 189 00:11:53,320 --> 00:11:56,800 In the next lesson, we're going to start to prepare the character sprites. 18911

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