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Our game is slowly but surely coming together let's spice up the visuals a little bit with
Some animation
So a game has been relatively static
Up until this point
But since we are in a state of the course where we need to make the game actually looks like a day
We're going to have to do so
Animations and this is actually really fun to do so
Let's jump into it the first thing we're going to animate is
Player
So our player is no longer just going to slide around
Mm player walk now you'll notice that the price they were using
Don't have
Frame
And that's because we're not going to do a frame by frame animation
We are simply going to apply
Squash and stretch principal's to animate our care
So we're going to take
Static spray
Like the player isn't like the enemies are
An
Just apply random or not random bargain apply scales
And rotation
And position
To bring them to life
So let's start
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The player
Go ahead and open up your players
Hit control
To open up the create no dialogue add an animation player
And moves
To the first child
The scene
Ok let's create a new animation and we're gonna call this war
So there's our new animation
And let's do a couple
So I'm going to show you something else you can do
That's really hard
So at this point we have been clicking the ski icon
On the right hand side of the property is here
2
Animate things and we're still going to do that
Like we
I can also use these tools up here there is a record button
Which world record all of the rotation and scales
Applying
And keep random automatic
Before we do that let's go to our Sprite 2D will select that
Go down to the transformer
Add
Audi Q4
Position
Rotation
And ski
In the reason that were setting up these tracks vs when you click this keyboard
It will also by default create a reset track
Now what a research track is is it shows up here is a new animation
Is an archery set would you cancel
Put the drop down here
The reset animation is a special Kind
Is the reset animation automatic
Please when you
Save Your Scene or exit your
The reason why reset is good is it will automatically reset
So I got on my walk animation and
Insert let's say a random
Between
I'm just going you don't have to do this I'm just going to do this
So I move the player
What should I save the scene
In this
Configuration as in and closing
When I reopen the seen that players going to be reset back
The origin why
Because that is the position as specified in the reset
Write something
Position
Zero zero
So this means that it becomes impossible to save your animation or save your seen in a mid way
State and throw your
Initial setup all out of whack so the reset tractor
And that's why we are clicking
Key icon before
Restart anime
Apsos reset tracker on
Created for
Let's get into the actual animation
So we've been manually adding animation keys up to this point but if you go ahead and go to the top bar here and click
Record but
That will automatically
Record changes that are made
To these
Toggled on Quays hearsay
By default location and rotation
Are
So I can
We also want to do scale
So that it will also
Recorded
Upper scale
So the first thing to do is let's
Horseshit
And move the scrubber and again shift will change
The default increments by
One quarter of whatever your snap value is
So let's
Perhaps actually let's go to 0.1 we can zoom in with this
Borrow over here to the
Why do soldiers do middle
I'm gonna point one and let's move the player up
So let's say
A couple of
Maybe 3 or 4 pixels
All seems good you can see that the key has been automatically placed here in the position
So we've got four pixels there
Then let's grab the rotation mode and let's just wrote
Play a little bit
You can see your rotation in the corner
So if I hold the control that will snow
To 15 degree increments on a rota
And again the rotation to all is up here in the term
You can also press
On the keyboard selector
Set the player to -15 rotation by whole
OK then let's say let's go maybe
3A let's move the spa
Back down
The origin and that will be autumn
Recorded as well
And let's change the rotation by pressing the on the keyboard holding control
Going
Forward
15 degrees
From the standard rotate
What's your dad's looking
Ok so this is looking great I think I might reverse these rotations that are so I'm going to go back to .1
And I'm going to change this
15 and 1 and
The other direction
So we're getting there animations are a very iterative process you kind of have to play with it until
It looks
That's great
For now and
Let's
I think the rotation is something that we've got to work
I'm here so
Appoint for a min reset the rotation
What's the
Ok so that's looking decent let's change our Direction
.5
Like so
Let's change loop
Two on
With by clicking the
Let's play
It's starting to look ok
Still some work today
Before we go any further I'm going to change
These interpolation modes of change them all to queue
And the reason that I do that personally is because I think
Create a more natural animation
As opposed to
It looks a little bit let her body
A little bit more
You can always see a difference by just switching every
Any cubic
What's modified a scale a little bit now so
Let's start with the land for sale in wheel and we actually want to stretch the player
To be squashed a little bit so I'm going to
Go to my Sprite 2D
And I'm just going to change the scale
I'm going to unclear
Those links are the link automatically links the scale together so if I press 2 in
In one of those
X or y
Put 2 as the value for the other one
We don't want that so I'm going to
Unlink please by clicking the link icon right there and we want to play A Taste
In the axe
A bit and religious order change the
2
And then how about doing .7 or so in the way
Now that's going to look ridiculous in the editor
Time it looks like dad scale did
Take so I'm going to go ahead
And do that again
So
2
An
7
Ok so it looks like it's not recording the scale when we manually input it so I'm just going to insert
Key there instead an action
So now
We've got something looking pretty good here
And we want the player to stay
Back to
One at the end which is already happening so we can play it
The problem is that the player is squashing too early
And we can fix that we're actually going to make the player Strat
Before going up into the air so 8.1
Let's create a new key for the scale
And lights on click the link icon again
With this key selector
And
We're going to basically
The opposites against A2 in the Y
In 0.7 in the air
And then we can scrub
So we can see now that we've got a little bit more
Ridiculous animation that's a little bit too much so I'm going to
Click back on this scale key
And change the Y to 1.5 again disabling the link here
Perfect
Now this is looking a little bit weird and the reason is because
Cruise or not
Correct
I'm going to select this key here and I'm gonna change
Easing
We can click and drag on this
To change
How quickly
It transitions to the
Next key
So if I were to set the evening like this that means that it would
Stay
Linger around the this key
And then quickly round up to the value of the key on the right
Make sure what the opposite to happen we wanted to
Quickly
Transition
The key on
Actually I don't think it's correct I think we want to do the opposite so I wanted to to drag that using Curve down
With this
Selected solicitor
Alright
So we got something good happening here
I mean let's try to play without using Curve
This
Keyframe as well
So let's
Make this one linger a little bit to buy Dragon the easing Curve down
And look at that so that's looking pretty ridiculous now it might look a little bit odd in the editor
But we can do as I'm going to check AutoPlay on load right here so toggle this
Action on
And see how it looks in the engine cause I can look very different
Comparing two in the air
Alright so that is actually looking much better in the game I think the stretchers are a little bit too much so
I'm going to say
This
Scale
Key
Turn down the Wi-Fi stretching to 1
2
Such a little bit less apparent
And then I'm going to do the same
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In the
Landing
Kia
The third scale
He rather uncheck the link option
And then
1.5 in the air
Should be good
Annan in this first scale key right here I'm going to make it
Also
Transition a little bit Slowly by dragon
He's down
So what you should be able to see if you had control you can see
Slow motion more
I think that's looking really good
And What I Might Do Is
I'm going to try to put another
Scale
Year 8.4
And change it to
One for both of ys
And then I'm going to maybe
Easing back to
Linear
4th
Keyframe here
And then for the first keyframe is first scale keyframe I'm actually going to change that using to something less
So that's like an alarm or sadolin a lot nicer so let's Run the game now and
Ok so it's looking a little bit awkward in game because we do still need them
Some changes to it
But I think that's looking
Good now I know we're doing a lot of whiplash here I kind of changing a lot of things at once
Basically what you need to do is just
Try to convey
The
The sense of walking
Using squash in the stretching in accordance
Jump and land
I'm trying to make it look
Feel good
And I think this rotation needs to change again
I'm going to change this rotation key
This is a very iterative process I didn't like
I did
Replant
This out I'm trying to
We create a game
So you are can see
How It Ends
Usually
I'm gonna change so I reverse the direction of
Is keyframe
Here these rotation keyframes
The first one or the second one
First one is 0
Second one is
15
And
The 3rd
When is 50
And I'm going to move this 15 degrees
Over the point
So what happens is that the player
Rotates
Jump so that little and noises
So I can hold control and scrub to be very
Granola bars
So the player jumps
Rotates around
Then comes back
Down
To the ground
Reset a little bit
And then jumps back up
I'm going to run it one more time in Seattle
Alright I think that's looking really good
So the animation is in place for the walk
And it's looking pretty decent and I encourage you to play with
To get it looking how you want it to
Be exact you don't have to match the exact keyframes
But just follow the principles that I've done
Apply some rotation and scale of the public places that you can get something
Looking really nice
But there's a couple more things we need to do so we don't want us to autoplay
So I'm going to uncheck autoplay on load
And I'm going to go ahead and open up
Script for the
And let's go ahead and grab a minute
Toggle this animation panel by clicking the animation
Button in the borough of towbar here
And then I'm going to scroll to the top of my players
And I'm going to
Grab a reference to that anime
Open player
By doing on ready via animation player
Animation
Just like so
And what we want to do is we want to update the information depending on the movement
So I'm going to
Below the moving slide
I'm going to see
If
Movement vector
X is not equal to zero
And
Moves
Vector
Why
Is not equal to zero actually this
Dior
Something to change
To or
So basically if we have any movement input and all
I'm going to say animationplayer
Play
And we're going to play the walk animation we should automatically
Suggested for you
And then else
Let's do animation player
Play
What does play Reece
So if we go and play the game now you should only be seeing
When
You're well
One of the thing that looks awkward is that the player is always facing to the right
So no matter which direction we go in
Just looks a little
And so I'm going to add a new note to the underneath
The player
And I'm going to call this
Visual
What's dragon up to just above the Sprite 2D
And let's move the Sprite to the under the
So why did I
The reason is because we're going to apply a scale to the visual so what would happens if I apply a scale of -1 to the visual
In the
Extraction only
The player is flip
And because the player is flip
My animationplayer will now appear to be going the other way
So this is just a need the nature of Godot transform
So no two days inherit their
Transfer
So my animation player we're animating the Sprite position
Skip
However
It is also inherited
The scale of the Viz
So
This is a nice way of being able
Flip the character
Without having to have a bunch of Dee
Animations for the different Direct
Because We Can
Apply the scale
Sprite here in this track
And then we can apply a secondary scale
To a parent of this
To make it face One Way or Another
If we were applying that negative scale to describe correctly it would overwrite the scale that were
In
Animation
So the straight one here
The transforms of the parrot
And it goes for any property of the transform so scale rotation
That's the reason why I can take the visuals no in I can rotate it
And then I can play the animation
And the player is still rotating
In accordance with their enemies
But it's inheriting also the route
The visuals
So that's just a really nice
To know
And I'm going to reset
My scale here's
It's freezing to the right
So the reason that I said that up
Is that if we go back to our place Crewe
What we can do is grab a reference to those of Dad
So I'm reading via visual
Is it good to dollar sign
Visuals
And then we can scroll down here
And I'm going to apply for a scale bass
On the
Movement
X
Under here I'm going to save our move sign in
To sign
Of movement vector
And why did I do that
So buy control-click into the sign here
You can see that the documentation states that this will return -1 if the number is neg
One of the number is positive and 0 if the number is 0
And we're going to use that to determine how to apply the scale so far movement vector is negative
We want to scale
The acts in the negative Direction
End of the moving Factor
Is
Positive
Then we're going to scale the x
In the past
Directions
That's going to give us our flipping
We want so that our moves I know here so I'm going to do
Really quick
Is this can potentially return
So I'm just going to see if move
Sign
0
We're going to set the visuals that scale
Equal to
21
And that could do that one is just a vector that equal
One in the accent one in the way
And then we're going to write else
Visual dad scale is equal to
Vector2
In parentheses
Working out supply the ex which is going to be our move sign so again this is either going to be -1 or 1
And then
Supply one in the
Next we don't want to school in the
And so now if I run the game you can see
The player flips it's very subtle
But the player does flip in the animation looks a little bit more appropriate
Based on the direction
That
Animation is looking just a little bit too weird so I'm going to make one final change to adviser
Animation play
And then slide
2 DB
The top I think this delay is a little bit much
The end
So I want to see what happens about
Ok so let's see how that works in game was just a point for the
That looks great overall
One final change I'm gonna make
Is the scale here
I'm going to slightly change the scale in the Y again on this second key from here
21.1
And just slightly rude
That and also actually I'm gonna reduce the
As well someone
2.8
And 1.1 in the Y for that Keith
Can I keep saying wonderful thing but I'm also going to exaggerate the position of
B Morris I'm going to add
The position
To something like
-5 instead on
Second position keyframe
Ok I think that
Just fine I'm going to stop messing with that
So that's the first
How many entities that were going to have to Anna
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