All language subtitles for 010 Making the Iconic Mega Man Jump[UdemyIran.Com]

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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:04,280 In this video, we're going to implement the iconic jump from Mega man and Mega man clones. 2 00:00:04,280 --> 00:00:08,240 Again, our goal isn't to simply copy Mega man, but just be inspired by it. 3 00:00:08,240 --> 00:00:11,180 And this is kind of a big part that makes the game work. 4 00:00:11,180 --> 00:00:14,210 If we only press the button a little bit, we just get a short hop. 5 00:00:14,210 --> 00:00:17,000 But if we hold the button, we get a very long jump. 6 00:00:17,000 --> 00:00:22,310 And to do that, we first want to worry about the short hop and adjust the gravity accordingly. 7 00:00:22,310 --> 00:00:28,400 In the last video, we already set the gravity to three to make it a lot heavier, and this is the value 8 00:00:28,400 --> 00:00:29,450 used for most platformers. 9 00:00:29,450 --> 00:00:33,560 But in this case, again, we actually want to make it even higher so we can have this short hop and 10 00:00:33,560 --> 00:00:34,550 the long jump. 11 00:00:34,550 --> 00:00:38,060 And the value that I found works best is 5.5. 12 00:00:38,060 --> 00:00:41,420 And if we just go back now, you can see we get this very short hop. 13 00:00:41,420 --> 00:00:44,780 But even now this is a little bit too high for the short hop I want to have. 14 00:00:44,780 --> 00:00:50,480 So we can again go to Jump Velocity and set it a little bit lower to 600. 15 00:00:50,810 --> 00:00:51,830 Like this. 16 00:00:52,580 --> 00:00:57,110 And this gives us this very short hop that I want the players to be able to use if they want to have 17 00:00:57,110 --> 00:00:58,760 very precise platforming. 18 00:00:58,760 --> 00:01:04,190 Next up, we want to implement the max hold time, and this is something we don't want the enemies to 19 00:01:04,190 --> 00:01:04,700 have. 20 00:01:04,700 --> 00:01:09,290 So now we can just compile and save this action to our base, and the rest we're going to implement 21 00:01:09,290 --> 00:01:10,160 in the player. 22 00:01:10,160 --> 00:01:16,400 So in the BP player, we can then again go to the viewport just to look at the player. 23 00:01:16,400 --> 00:01:22,460 And this setting is actually not on the character movement component but it is on the character. 24 00:01:22,460 --> 00:01:26,780 So here on the base we can look for max hold time. 25 00:01:27,330 --> 00:01:32,220 And this defines how long you're allowed to hold the jump button and still get momentum out of it. 26 00:01:32,220 --> 00:01:35,910 And the value that I found best here is 0.4. 27 00:01:36,450 --> 00:01:37,800 Let's try this out. 28 00:01:37,800 --> 00:01:41,310 And now if I press the button we always get this long jump. 29 00:01:41,310 --> 00:01:46,920 We actually aren't able to pick between the short hop and the long jump, even if we let go of the button 30 00:01:46,920 --> 00:01:47,700 early. 31 00:01:47,700 --> 00:01:50,160 So to fix that we have to go to the BP player. 32 00:01:50,160 --> 00:01:54,390 And on the event graph we have to look for our AI, a jump. 33 00:01:54,390 --> 00:01:58,740 And actually we need to stop jumping not just from canceled but also from completed. 34 00:01:58,740 --> 00:02:00,030 So completed triggers. 35 00:02:00,030 --> 00:02:07,350 If we let go of the button and it will trigger the stop jumping now so we can go here and now I can 36 00:02:07,350 --> 00:02:08,880 just hold the button for a little bit. 37 00:02:08,880 --> 00:02:12,990 I get this short hop if I hold it for a long time, we get this very long jump. 38 00:02:12,990 --> 00:02:16,800 And this is a very distinct feature of these kind of games that give you a lot of air control. 39 00:02:17,370 --> 00:02:19,980 But the air control still feels kind of weird. 40 00:02:19,980 --> 00:02:23,340 We can kind of jump in one direction, but we just keep on drifting. 41 00:02:23,340 --> 00:02:32,130 So on the player now VP player on the character movement component, we now want to again set our air 42 00:02:32,130 --> 00:02:33,000 control. 43 00:02:33,000 --> 00:02:36,270 And this time we actually want to go full 1.0. 44 00:02:36,540 --> 00:02:37,830 Just compile and save. 45 00:02:37,830 --> 00:02:40,740 And this gives us more air control. 46 00:02:40,740 --> 00:02:45,540 But it still doesn't let us just move left and right how we want. 47 00:02:45,540 --> 00:02:48,030 Which again is a feature of these kind of games. 48 00:02:48,030 --> 00:02:52,770 We can just kind of keep on drifting in one direction and we have to like fight against the momentum 49 00:02:52,770 --> 00:02:53,910 we already have. 50 00:02:53,910 --> 00:02:58,380 But in this case, we want to be able to freely just go left and right while we're jumping. 51 00:02:58,380 --> 00:03:00,780 And again, there is a simple setting for this. 52 00:03:00,780 --> 00:03:02,130 On the VP player. 53 00:03:02,130 --> 00:03:06,930 On the movement component we can look for lateral friction. 54 00:03:06,930 --> 00:03:12,240 So the higher this value is, the easier it lets us fight against the momentum that we already have 55 00:03:12,240 --> 00:03:13,020 in the air. 56 00:03:13,500 --> 00:03:18,720 And again I've been playing around with these values and 50 is the one that I came up with that felt 57 00:03:18,720 --> 00:03:19,470 about right. 58 00:03:19,920 --> 00:03:21,990 So compile and save and go in here. 59 00:03:21,990 --> 00:03:25,590 And now I can just freely move left and right while in the air. 60 00:03:26,290 --> 00:03:31,840 Right, like I can go right and then steer against it and immediately move in the other direction, 61 00:03:31,840 --> 00:03:34,840 which makes for very precise platforming controls. 62 00:03:34,840 --> 00:03:38,200 And when it comes to the character movement, we still have the wall slide left to do. 63 00:03:38,230 --> 00:03:43,390 We have the ground slide left to do, but I believe the projectiles and the shooting is more important, 64 00:03:43,390 --> 00:03:47,170 so I want to cover that first, and that's what we're going to do in the next video. 6351

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