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These are the user uploaded subtitles that are being translated: 1 00:00:00,170 --> 00:00:02,690 In the last video, we set up the animations for our character. 2 00:00:02,690 --> 00:00:05,840 However, as you can see, it still doesn't feel fun to control. 3 00:00:05,870 --> 00:00:10,400 There are some easy tweaks we can do to make the character feel fun in a platformer game. 4 00:00:10,760 --> 00:00:17,060 The first thing is something that isn't quite obvious, but we want to make a 2D or a 2d 3D hybrid game, 5 00:00:17,060 --> 00:00:21,500 and we don't want to allow our character to walk backwards or forward, just left and right. 6 00:00:21,500 --> 00:00:23,600 And in terms of the inputs, this is fine. 7 00:00:23,600 --> 00:00:25,220 We cannot walk back and forward. 8 00:00:25,220 --> 00:00:30,230 However, physics and other things can still push us back or forward, and this is very problematic. 9 00:00:30,230 --> 00:00:34,280 If we built our game around the assumption that our character is always on the same lane. 10 00:00:34,580 --> 00:00:40,010 To demonstrate that, I can just go here and add a sphere shape. 11 00:00:40,620 --> 00:00:44,340 And I want to drag this on the same lane as the character. 12 00:00:45,260 --> 00:00:46,010 Back here. 13 00:00:46,010 --> 00:00:52,010 So the character walks into the sphere, not directly in the middle, but kind of at a side angle. 14 00:00:52,010 --> 00:00:53,450 And you can see that. 15 00:00:54,320 --> 00:00:54,530 Hmm. 16 00:00:54,530 --> 00:00:54,830 Okay. 17 00:00:54,830 --> 00:00:56,300 This is too much in the middle. 18 00:00:56,360 --> 00:00:57,470 A little bit more forward. 19 00:00:59,080 --> 00:01:01,000 This kind of pushes us forward, right? 20 00:01:01,000 --> 00:01:06,970 So you can see I walk in here and the physics push us forward, and now we're off our original lane. 21 00:01:06,970 --> 00:01:10,150 And this is very problematic with the kind of game we want to make. 22 00:01:10,150 --> 00:01:15,340 However, there is a very easy solution and this is something we want to apply not just for the player, 23 00:01:15,340 --> 00:01:17,410 but also for all of the enemies. 24 00:01:17,410 --> 00:01:22,930 So we want to go to blueprints characters, not the player, but actually the action base. 25 00:01:22,930 --> 00:01:25,390 Again, because we want to apply this to everybody. 26 00:01:25,420 --> 00:01:26,470 Open it up. 27 00:01:28,330 --> 00:01:31,420 If it doesn't show the full blueprint, open the full blueprint editor. 28 00:01:31,690 --> 00:01:38,590 And we want to go to the character movement component because again, this is a component made by Unreal 29 00:01:38,590 --> 00:01:43,240 Engine that has a lot of functionality built in already that controls the movement of our character. 30 00:01:43,240 --> 00:01:48,670 And on the right side in the details panel, we just have to look for constrain and it's going to show 31 00:01:48,670 --> 00:01:50,590 us constrain to plane. 32 00:01:50,590 --> 00:01:52,390 And we want to turn this on. 33 00:01:52,390 --> 00:01:56,470 So this will force our character to always stay on the same plane that we set. 34 00:01:56,470 --> 00:02:00,520 And we also have to give it a direction for the plane constraint normal. 35 00:02:00,520 --> 00:02:03,580 Because if it's just 000, it's not going to do anything. 36 00:02:03,580 --> 00:02:07,600 We have to set the direction in which we want to lock the movement. 37 00:02:07,600 --> 00:02:10,930 And you can see here if we for example. 38 00:02:11,900 --> 00:02:13,670 Select this sphere. 39 00:02:13,820 --> 00:02:16,250 We don't want to move on this axis. 40 00:02:16,250 --> 00:02:16,460 Right. 41 00:02:16,460 --> 00:02:21,170 You can see here on the bottom right, the green axis is the one that is moving. 42 00:02:21,170 --> 00:02:25,310 So we want to prevent movement on the y axis the green axis. 43 00:02:25,310 --> 00:02:30,410 And this means here on the y we just have to put in 1.0 and 1.0. 44 00:02:30,410 --> 00:02:33,590 In this case just means active and zero means inactive. 45 00:02:33,590 --> 00:02:38,120 So we don't apply any constraint to the x and the z only to the y. 46 00:02:38,120 --> 00:02:41,690 And this is a very important setting for 2D and 2D 3D hybrid games. 47 00:02:41,690 --> 00:02:43,280 So let's try it out. 48 00:02:43,930 --> 00:02:46,210 I can now go start the game. 49 00:02:46,210 --> 00:02:50,200 And even if I walk into the sphere, well, we have a weird angle again, just like this. 50 00:02:50,200 --> 00:02:51,010 Like before. 51 00:02:51,780 --> 00:02:54,750 And I'm not being pushed forward or backward. 52 00:02:54,780 --> 00:03:01,050 I rather just stop in place and this is exactly what I want, so nothing can push us forward or backward. 53 00:03:01,050 --> 00:03:05,910 We are certain that we're always going to be on the same lane, and we can build our levels around that. 54 00:03:06,270 --> 00:03:09,720 Now we can just select the sphere, hit delete on the keyboard, get rid of it. 55 00:03:09,720 --> 00:03:13,890 And another issue that isn't quite apparent happens if we walk to the edge of the map. 56 00:03:14,410 --> 00:03:18,370 Once we are here, you can see that we don't just fall down. 57 00:03:18,370 --> 00:03:21,670 We kind of awkwardly, slowly go downwards. 58 00:03:21,670 --> 00:03:26,830 And this happens because our character is using a capsule component. 59 00:03:26,830 --> 00:03:32,200 And this is the standard thing that most game engines do because this is good if you go up slopes, 60 00:03:32,200 --> 00:03:34,960 if you go up stairs, it's just the best shape to use. 61 00:03:34,960 --> 00:03:39,280 However, for these kind of retro platformer style games, it feels very unresponsive. 62 00:03:39,280 --> 00:03:41,860 If you just kind of slide down on ledges. 63 00:03:41,860 --> 00:03:43,870 There is a setting we can change easily though. 64 00:03:43,870 --> 00:03:47,710 To fix this and again, we want to go to the character movement component. 65 00:03:47,710 --> 00:03:53,050 And again, we can do this for everybody, not just the player, for all of the action charts and look 66 00:03:53,050 --> 00:03:54,550 for floor. 67 00:03:54,940 --> 00:03:57,160 And it's going to show the. 68 00:03:57,880 --> 00:04:00,760 Use flat base for floor checks. 69 00:04:01,340 --> 00:04:02,630 Variable here. 70 00:04:02,630 --> 00:04:07,910 And for floor checks like this, it's basically just going to ignore the capsule and just use a square. 71 00:04:07,910 --> 00:04:10,100 And this will fix the situation we just had. 72 00:04:10,100 --> 00:04:13,010 So we can just turn it on, compile and save. 73 00:04:13,010 --> 00:04:14,930 And if I do the same thing now. 74 00:04:15,480 --> 00:04:21,870 And now at the edge you can see that we don't slowly go down, but once we hit the threshold, we just 75 00:04:21,870 --> 00:04:22,830 fall down immediately. 76 00:04:22,830 --> 00:04:27,300 And this is how it is in most of these old, uh, 2D kind of games. 77 00:04:27,300 --> 00:04:31,200 This doesn't come without trade offs, though, because now we implement stairs or slopes. 78 00:04:31,200 --> 00:04:36,420 The movement gets a bit awkward, but we don't plan on using them in this game, so it's kind of a trade 79 00:04:36,420 --> 00:04:36,570 off. 80 00:04:36,570 --> 00:04:40,290 You have to think about, depending on what kind of game you're making, if you want to use this or 81 00:04:40,290 --> 00:04:40,800 not. 82 00:04:41,350 --> 00:04:46,570 Next up we want to look at the jump speed and gravity in these Megamind clones. 83 00:04:46,600 --> 00:04:51,430 The jump is very distinct, and you have this jump that you can hold, and you have a lot of control 84 00:04:51,430 --> 00:04:53,920 over which we're going to implement in the next lesson. 85 00:04:53,920 --> 00:04:58,150 But for now, I just want to use the general settings you'd use in most platforms to make them feel 86 00:04:58,150 --> 00:05:02,050 good, and we can then tweak them to better fit this Megaman clone type of game. 87 00:05:03,060 --> 00:05:07,260 The biggest problem right now is that gravity is very low, and it kind of feels like we're jumping 88 00:05:07,260 --> 00:05:08,160 on the moon. 89 00:05:08,250 --> 00:05:13,470 So again, in the action chart, because we want to apply this to everybody, we can again go through 90 00:05:13,470 --> 00:05:14,760 the character movement component. 91 00:05:14,760 --> 00:05:18,090 And we want to look for gravity scale. 92 00:05:18,090 --> 00:05:20,430 And you can see here gravity scale is one. 93 00:05:20,430 --> 00:05:25,020 And we can just make gravity heavier for example by using three. 94 00:05:25,110 --> 00:05:27,780 So the gravity is three times as heavy. 95 00:05:28,790 --> 00:05:30,560 And I can now compile and save. 96 00:05:31,170 --> 00:05:34,920 And if we jump now, you can see that first of all, we barely lift off. 97 00:05:34,920 --> 00:05:37,620 But also we fall to the floor very quickly. 98 00:05:37,620 --> 00:05:39,390 And I like this falling feeling. 99 00:05:39,390 --> 00:05:44,520 However, the jump is too low now, so we have to adjust the jump height to fit this gravity. 100 00:05:44,760 --> 00:05:49,860 And again, in the action chart we can just look for jump velocity. 101 00:05:51,420 --> 00:05:54,810 And set this from 420 to 900. 102 00:05:54,810 --> 00:05:57,720 And these are just some values I found while prototyping. 103 00:05:57,720 --> 00:06:01,920 But I just I was just going through some trial and error, trying out different values and see how they 104 00:06:01,920 --> 00:06:03,990 feel, but this is what I ended up with. 105 00:06:04,660 --> 00:06:07,090 And please use the same while we make this game. 106 00:06:07,090 --> 00:06:11,080 But later on you can change these if you want to and again compile and save. 107 00:06:11,080 --> 00:06:15,730 We can check it out and this is a lot better, a lot more responsive already. 108 00:06:15,730 --> 00:06:20,170 We still have the same jump height we had before, but now we fall to the floor much quicker. 109 00:06:20,970 --> 00:06:22,890 Which makes the game much more responsive. 110 00:06:22,890 --> 00:06:26,910 If you try to move in the air, though, hold right or left while you're in the air. 111 00:06:26,940 --> 00:06:30,360 We actually cannot control our movement a lot. 112 00:06:30,360 --> 00:06:36,990 We're kind of locked into a jump direction once we start, once we lift off the floor and again, there's 113 00:06:36,990 --> 00:06:38,700 an easy setting we can use for this. 114 00:06:39,550 --> 00:06:41,260 Uh, in here character movement component. 115 00:06:41,260 --> 00:06:43,300 We can look for air control. 116 00:06:43,540 --> 00:06:47,530 And air control is a very low right now by default 0.05. 117 00:06:47,680 --> 00:06:52,840 If we put it to one, it would be the same amount of control we have on the ground, which is a little 118 00:06:52,840 --> 00:06:53,860 bit too much. 119 00:06:54,250 --> 00:06:59,770 And usually I just go for a 0.7, which gives us a lot more control than before, but less than we have 120 00:06:59,770 --> 00:07:00,580 on the ground. 121 00:07:00,580 --> 00:07:03,040 Compile and save and let's try it out. 122 00:07:03,040 --> 00:07:08,080 So now even if I jump to the left, I can kind of steer against it in the air. 123 00:07:09,550 --> 00:07:13,060 And this makes platforming a lot more precise and a lot more fun. 124 00:07:14,410 --> 00:07:17,410 And these are the general settings I always use when making a platformer. 125 00:07:17,410 --> 00:07:22,300 But again, in the next lesson we're actually going to implement the iconic Megaman clone jump. 12251

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