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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,816 Before we go further with developing our games system 2 00:00:03,072 --> 00:00:06,400 Let's take a moment to improve the feel 3 00:00:06,912 --> 00:00:07,936 The game a little 4 00:00:08,448 --> 00:00:10,496 So there's a couple of problems that I've noticed 5 00:00:10,752 --> 00:00:12,288 And you probably know this this is 6 00:00:13,056 --> 00:00:17,408 One is that the player movement feels very herky jerky and robot 7 00:00:17,920 --> 00:00:19,712 It doesn't feel Superdrug 8 00:00:19,968 --> 00:00:20,736 To control the play 9 00:00:21,248 --> 00:00:23,552 So that's one thing that we're going to address 10 00:00:24,064 --> 00:00:27,648 Another thing that we're going to address is the camera is dragging 11 00:00:27,904 --> 00:00:29,440 Just a little bit too much 12 00:00:29,696 --> 00:00:32,000 So let's go ahead and improve the responsiveness 13 00:00:32,256 --> 00:00:34,816 The camera in also we've got enemies 14 00:00:35,072 --> 00:00:37,632 Colliding in overlapping with each other 15 00:00:38,144 --> 00:00:40,448 So let's fix those things before remove 16 00:00:40,704 --> 00:00:41,472 Any further 17 00:00:41,984 --> 00:00:46,592 So let's start with the camera so I'm going to go to my main click into my camera scene 18 00:00:47,104 --> 00:00:48,128 And then open up the sky 19 00:00:48,384 --> 00:00:52,736 And I am going to change this smoothing variable 20 00:00:53,248 --> 00:00:53,760 2 21 00:00:54,016 --> 00:00:55,552 20 salt where this is 22 00:00:55,808 --> 00:00:56,576 Does 23 00:00:57,088 --> 00:00:58,624 With negative delta x 24 00:00:59,136 --> 00:01:00,525 I'm gonna change that 2 x 20 25 00:01:00,527 --> 00:01:02,875 Subtitled by online-courses.club We compress knowledge for you! 26 00:01:02,876 --> 00:01:02,464 And then see how I feel 27 00:01:02,976 --> 00:01:04,256 Ok that feels mum 28 00:01:04,512 --> 00:01:05,280 Better to me 29 00:01:05,536 --> 00:01:08,352 And then I'm going to go into the player so control 30 00:01:08,608 --> 00:01:09,632 Photo open up 31 00:01:10,144 --> 00:01:12,960 And you can search for the player or just click it in the list 32 00:01:13,472 --> 00:01:15,264 And then open it up by double clicking 33 00:01:15,520 --> 00:01:17,824 So what were lacking in the players 34 00:01:18,080 --> 00:01:18,848 Controller 35 00:01:19,104 --> 00:01:19,616 Is 36 00:01:19,872 --> 00:01:20,896 Acceleration 37 00:01:21,152 --> 00:01:25,504 So how are we going to add acceleration while Mr Claire other can't stop the top were going to call 38 00:01:26,016 --> 00:01:27,296 Acceleration 39 00:01:28,064 --> 00:01:28,576 Smooth 40 00:01:29,344 --> 00:01:31,904 Unless use something like 5 41 00:01:32,160 --> 00:01:32,672 To start 42 00:01:33,184 --> 00:01:36,768 So in your process method at line 16 on my Sky 43 00:01:37,024 --> 00:01:38,304 Which may be different for you 44 00:01:38,560 --> 00:01:41,888 We are selling a velocity directly to the max speed 45 00:01:42,400 --> 00:01:42,912 Immediate 46 00:01:43,168 --> 00:01:44,704 Instead of accelerating towards earth 47 00:01:44,960 --> 00:01:48,800 So how can we do an acceleration what we're going to use the framerate Independent again 48 00:01:49,056 --> 00:01:52,128 Because I think that feels really good for movement and acceleration 49 00:01:52,384 --> 00:01:54,176 It's also remarkably see 50 00:01:54,688 --> 00:01:57,248 If you were using a constant acceleration that you were 51 00:01:59,040 --> 00:02:03,136 Do you need to do a bunch of checks to make sure that you're not exceeding the max speed and 52 00:02:03,392 --> 00:02:04,416 Doing some climbing 53 00:02:04,672 --> 00:02:05,696 And I just 54 00:02:05,952 --> 00:02:09,280 It feels good and it's simpler to use the framework independently 55 00:02:09,536 --> 00:02:10,304 Acceleration 56 00:02:10,816 --> 00:02:11,840 So I'm going to 57 00:02:12,096 --> 00:02:14,144 I'm going to change this to 58 00:02:15,168 --> 00:02:16,448 Underscore velocity 59 00:02:16,704 --> 00:02:17,984 Online 16 60 00:02:18,752 --> 00:02:21,568 And salt wasting our target velocity is our Direction X 61 00:02:22,080 --> 00:02:23,104 What we want to do 62 00:02:23,360 --> 00:02:24,128 Is we want to take 63 00:02:24,384 --> 00:02:25,152 Current velocity 64 00:02:25,664 --> 00:02:28,480 So again this is a property of the care two by two 65 00:02:28,992 --> 00:02:30,784 Business a current velocity is equal to 66 00:02:31,296 --> 00:02:32,064 Velocity 67 00:02:32,320 --> 00:02:32,832 Dart 68 00:02:33,088 --> 00:02:34,368 Linear interpolated 69 00:02:34,624 --> 00:02:36,672 So 70 00:02:36,928 --> 00:02:40,000 Here we want to live up to the target velocity 71 00:02:41,024 --> 00:02:44,352 And our weight Factor is going to be the same thing as we used before 72 00:02:44,608 --> 00:02:45,376 1 73 00:02:45,632 --> 00:02:46,400 Miners 74 00:02:46,912 --> 00:02:47,680 Exp 75 00:02:48,192 --> 00:02:49,216 Negative Delta 76 00:02:49,728 --> 00:02:50,240 Time 77 00:02:50,496 --> 00:02:51,264 Accelerate 78 00:02:54,080 --> 00:02:55,616 Ok so let's give it a shot 79 00:02:56,640 --> 00:03:00,480 Alright so now you should see that the player is sliding around a little bit 80 00:03:00,992 --> 00:03:01,504 The movie 81 00:03:01,760 --> 00:03:03,808 Does feel smoother general 82 00:03:04,320 --> 00:03:07,136 But it also feels a little bit more 83 00:03:07,648 --> 00:03:09,696 Sluggish right this is on 84 00:03:09,952 --> 00:03:10,720 Too much 85 00:03:11,232 --> 00:03:13,024 Or too little acceleration song 86 00:03:13,280 --> 00:03:14,048 I'm gonna change 87 00:03:14,304 --> 00:03:16,352 The acceleration smoothing to something like 88 00:03:16,864 --> 00:03:17,888 15 instead 89 00:03:18,144 --> 00:03:18,912 Going to see 90 00:03:20,448 --> 00:03:22,496 Still will be two slightly so I'm in a bum 91 00:03:22,752 --> 00:03:23,264 225 92 00:03:26,592 --> 00:03:31,456 Awesome before I change the accelerations within a little bit more I also want to turn down the maximum 93 00:03:31,712 --> 00:03:34,784 So I'm gonna go from 200 max speed to 150 max speed 94 00:03:35,296 --> 00:03:38,112 You can definitely feel free players numbers as you want 95 00:03:38,368 --> 00:03:38,880 But 96 00:03:39,648 --> 00:03:42,720 If you want to leave room for example speed upgrades 97 00:03:42,976 --> 00:03:45,280 It's probably a good idea to turn down the speed little bit 98 00:03:45,536 --> 00:03:47,328 Samuel turn it down to 125 99 00:03:49,888 --> 00:03:53,472 Ok so that slow down the game quite a bit which I think is great 100 00:03:53,984 --> 00:03:57,056 And I'm going to open up my basic anime control shift Al 101 00:03:57,312 --> 00:03:58,080 Basic anime 102 00:03:58,592 --> 00:04:00,640 I'm going to change this max speed down at 4 103 00:04:01,152 --> 00:04:02,688 So just slow everything down 104 00:04:06,272 --> 00:04:09,856 And that might even be still little bit too fast I'm going to go down to 4 105 00:04:14,208 --> 00:04:19,839 Ok great and that slow down makes it just more likely that our abilities are going to hit as well 106 00:04:20,095 --> 00:04:24,703 So now with all of this and place you should start to see or game is starting to come together 107 00:04:27,519 --> 00:04:31,615 And the final thing to do is to make sure that the enemies cannot overlap each other 108 00:04:31,871 --> 00:04:35,711 So we may change this in the future but for now that you see where to do 109 00:04:36,479 --> 00:04:38,015 Is to go to a basic NI 110 00:04:38,527 --> 00:04:40,831 And make them able to collect 111 00:04:41,087 --> 00:04:41,855 With each other 112 00:04:42,623 --> 00:04:45,183 We can do that by using the collision 113 00:04:45,695 --> 00:04:47,999 Mask and the collision layers 114 00:04:48,255 --> 00:04:50,815 So what we're going to do is we're going to go to our 115 00:04:51,071 --> 00:04:54,143 Project settings we're going to go back to those Leia name 116 00:04:54,655 --> 00:04:56,703 All the way down till you see you later name 117 00:04:56,959 --> 00:04:57,983 Got a 2D physics 118 00:04:58,495 --> 00:05:00,799 Delicious name Leia for 119 00:05:03,103 --> 00:05:03,871 Enemy collision 120 00:05:04,383 --> 00:05:08,735 Which may be a little bit redundant but we just need a name that we can easily identify 121 00:05:09,247 --> 00:05:11,551 And then it go onto your mask of your basic enemy 122 00:05:11,807 --> 00:05:15,135 Turn on enemy collision in The Mask an enemy collision in 123 00:05:15,647 --> 00:05:16,159 Leia 124 00:05:16,415 --> 00:05:19,231 Try again make sure changes on the character body to die 125 00:05:19,743 --> 00:05:22,303 And let's see if that is working 126 00:05:22,815 --> 00:05:24,351 So no enemies should not 127 00:05:25,119 --> 00:05:27,935 My sword is killing enemies too fast can't see if it's working 128 00:05:28,447 --> 00:05:30,751 Ok yeah so you can see the enemies or not 129 00:05:31,263 --> 00:05:34,079 Punching up anymore they're colliding with each other 130 00:05:34,335 --> 00:05:36,383 White in this group down here 131 00:05:36,639 --> 00:05:37,407 Which is good 132 00:05:37,919 --> 00:05:41,247 So we just don't want the enemies to be colliding to match with each other 133 00:05:41,503 --> 00:05:45,087 And you never said are all still able to move in that direction 134 00:05:45,343 --> 00:05:46,367 In the cracks 135 00:05:46,623 --> 00:05:48,671 Because the 136 00:05:48,927 --> 00:05:51,231 Are using the moving slide which means that 137 00:05:51,487 --> 00:05:54,303 They are colliding with each other but preserving the velocity 138 00:05:54,559 --> 00:05:57,119 So they just can't like shifting around on each other 139 00:05:57,375 --> 00:06:03,519 Any final improvement that we're going to make is we're going to change the motion mode of our character body 2 days 140 00:06:03,775 --> 00:06:05,567 For the player and for the enemy 141 00:06:05,823 --> 00:06:07,103 So what does motion Motors 142 00:06:07,359 --> 00:06:07,871 Do 143 00:06:08,127 --> 00:06:12,479 Is basically change how collisions are calculated 144 00:06:12,735 --> 00:06:14,015 I go to my players 145 00:06:14,527 --> 00:06:16,575 And I clicked on the note for the play 146 00:06:16,831 --> 00:06:20,927 We see under the character body to die in the inspector the motion mode 147 00:06:21,951 --> 00:06:22,463 Round 148 00:06:22,719 --> 00:06:23,231 Now 149 00:06:23,487 --> 00:06:25,535 Is base good changes the behaviour of 150 00:06:25,791 --> 00:06:26,303 The character 151 00:06:26,559 --> 00:06:27,327 When 152 00:06:27,583 --> 00:06:28,863 You are colliding with the 153 00:06:29,375 --> 00:06:34,239 Grounded is useful for 2D platformers when you're using gravity at 154 00:06:34,751 --> 00:06:36,287 Because this will allow you 155 00:06:36,543 --> 00:06:38,847 To work with slopes and 156 00:06:39,103 --> 00:06:41,407 Snap to the floor in all of 157 00:06:41,663 --> 00:06:42,175 That's good things 158 00:06:42,431 --> 00:06:43,711 Wear top down 159 00:06:43,967 --> 00:06:45,247 Right there is no grave 160 00:06:45,759 --> 00:06:49,599 In our game is a real change this to motion mode 161 00:06:50,111 --> 00:06:53,183 And what does is that changes the collision behaviour 162 00:06:53,439 --> 00:06:54,207 To handle 163 00:06:54,463 --> 00:06:57,535 Situations where we don't have gravity and where we just can't lie 164 00:06:57,791 --> 00:06:58,815 Free moving around 165 00:06:59,327 --> 00:07:00,351 In the world 166 00:07:00,607 --> 00:07:02,655 So we're also going to make that change 167 00:07:02,911 --> 00:07:07,263 In the basic enemy so I can open up a basic anime with control shift 168 00:07:07,519 --> 00:07:09,055 And then search for basic anime 169 00:07:09,311 --> 00:07:10,335 Click on the route now 170 00:07:10,591 --> 00:07:12,127 And change that to flooding as well 171 00:07:12,383 --> 00:07:13,407 Can I play the game 172 00:07:13,663 --> 00:07:15,711 And everything should be looking smooth 173 00:07:15,967 --> 00:07:18,527 Everything should still be working as expected 174 00:07:19,039 --> 00:07:22,879 And you should be noticing that the game is already feeling much better 175 00:07:23,135 --> 00:07:24,671 Even with just there 176 00:07:24,927 --> 00:07:25,439 Fuel 177 00:07:25,695 --> 00:07:26,207 Change it 12410

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