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01-setting-up-character-scene.wav_100.mp3
This is just for you to visualize the physics aspect of your game world,
08.overview-of-the-bullet-and-spell-code.wav_19.mp3
If the bullet travels too far we destroy it
14-coding-the-course-start-animation.wav_4.mp3
When the animation ends, we move to the start_countdown
04.making-the-ship-boost.wav_156.mp3
You can just type the name of the node.
03-animating-the-pickup.wav_132.mp3
There's one last thing that I want to point out with animations
03.styling-the-scoreboard-with-a-theme.wav_12.mp3
The purpose of a theme resource is to replace those defaults.
04-folder-structure-overview.wav_24.mp3
There are cases that are more complex, like the mobs in this game.
10-creating-the-pickup-particles.wav_134.mp3
and go back all the way up to the top of the Inspector,
03-animating-the-pickup.wav_82.mp3
We'll start by keying the scale of both the pickup gem and the shadow circle.
07-colliding-with-the-environment.wav_13.mp3
We can start adding collision shapes around the character.
04-folder-structure-overview.wav_30.mp3
the mob class here, into the main directory mobs.
02.designing-the-scoreboard.wav_45.mp3
All right, let's rename the node as well. We're going to name it Scoreboard.
02.completing-the-first-practice.wav_84.mp3
Because in the future, we want to maybe add a couple more practices.
08.overview-of-the-bullet-and-spell-code.wav_133.mp3
It creates a new bullet,
12-animating-the-introduction.wav_42.mp3
to create a new animation name, Course Overview.
03.styling-the-scoreboard-with-a-theme.wav_76.mp3
Now we want to use one of the colors we prepared for you in the palette.
07-preventing-player-from-leaving-track.wav_59.mp3
I'll let you keep adding your Collision Polygons 2D
02.designing-the-scoreboard.wav_22.mp3
Then with the select tool active,
01-setting-up-character-scene.wav_18.mp3
This is a geometric shape that represents
04.making-the-ship-boost.wav_131.mp3
We need to replace the pass keyword
01-setting-up-character-scene.wav_33.mp3
and try to centre it on this origin point where the axis cross in our view.
01.assembling-the-game-intro-0.1.1.wav_12.mp3
And later you would add the weapon that you would code separately.
02-creating-the-hover-animation.wav_42.mp3
by clicking on the loop icon on the right of the animation editor.
01-setting-up-character-scene.wav_57.mp3
Then we can click and drag
02.designing-the-scoreboard.wav_7.mp3
We'll start by creating a new scene.
03.styling-the-scoreboard-with-a-theme.wav_28.mp3
or to generally load valid files in those slots.
03-animating-the-pickup.wav_10.mp3
that are toggled up there.
07-preventing-player-from-leaving-track.wav_83.mp3
takes time to code and you don't want to waste that precious time.
14-coding-the-course-start-animation.wav_20.mp3
so you want to let the player skip ahead.
13-fading-the-screen-to-black.wav_31.mp3
You'll see if you play the game that it's working as intended.
08.overview-of-the-bullet-and-spell-code.wav_77.mp3
or you extend the script, has to be an area 2D.
03.adding-keyboard-input.wav_53.mp3
I'm going to add Physical Key.
04-folder-structure-overview.wav_18.mp3
We can run it into a scene with the spells, with the movement.
05-animating-push-wall.wav_50.mp3
So select the last keyframe, right-click Duplicate,
03-animating-the-pickup.wav_96.mp3
so we're going to make it accelerate.
04.making-the-ship-boost.wav_134.mp3
How do we do that?
05-animating-push-wall.wav_80.mp3
We'll add that in the next lesson. See you there.
04-folder-structure-overview.wav_20.mp3
When working on the robot,
02.assembling-game-tutorial-2.wav_73.mp3
As was seen, it's what we call a TileMap.
04.making-the-ship-boost.wav_113.mp3
A signal is like a message a node emits when something happens to it.
03.styling-the-scoreboard-with-a-theme.wav_110.mp3
and go to your theme resource in the inspector,
14-coding-the-course-start-animation.wav_35.mp3
Then we want to skip the course_overview animation,
02.assembling-game-tutorial-4.wav_45.mp3
learn the basics of programming and create much smaller projects
05-animating-push-wall.wav_30.mp3
And this is going to start the animation here.
02.completing-the-first-practice.wav_75.mp3
run again,
02.setting-up-the-level-and-robot-scenes.wav_14.mp3
we've got a load of sprites here.
07.overview-of-the-camera-shake-code.wav_80.mp3
Actually, let's look at this now.
02-creating-the-pickup-scene.wav_5.mp3
Similarly, we'll extend a base script for the code
03-animating-the-pickup.wav_25.mp3
Place the time cursor around the middle of the animation,
08.overview-of-the-bullet-and-spell-code.wav_157.mp3
you have the fire basic spell.
02.assembling-game-tutorial-2.wav_35.mp3
I'll show you that.
02.adding-the-dialogue-box-theme.wav_61.mp3
You can see the text move to the right.
01.setting-up-the-slideshow-scene.wav_60.mp3
but it allows them to expand horizontally, which is what they are doing here.
08.overview-of-the-bullet-and-spell-code.wav_111.mp3
when we emit a bullet from the spell.
02.assembling-game-tutorial-3.wav_57.mp3
Any change you make here will also appear in the main scene.
07.overview-of-the-camera-shake-code.wav_43.mp3
we call 'set shake intensity' and we lower it.
13-fading-the-screen-to-black.wav_30.mp3
because it is in the UI layer.
07-preventing-player-from-leaving-track.wav_71.mp3
I'm going to turn off the visible Collision Shapes
10-creating-the-pickup-particles.wav_12.mp3
The CPU Particles 2D node is designed for compatibility with older devices.
01.setting-up-the-slideshow-scene.wav_9.mp3
So select the slideshow node, press Ctrl + A to add a new VBoxContainer.
08.overview-of-the-bullet-and-spell-code.wav_94.mp3
We replace it entirely because we want to play the audio
02.adding-the-dialogue-box-theme.wav_50.mp3
and in all four of them, we want about, say, 20 pixels.
01-setting-up-character-scene.wav_77.mp3
we can click Flip H to flip the character Sprite horizontally.
05-animating-push-wall.wav_70.mp3
We're going to drag the curve a bit to the left.
08.overview-of-the-bullet-and-spell-code.wav_45.mp3
and if the total travel distance is greater than the maximum range,
04-folder-structure-overview.wav_95.mp3
that directly represent our game structure.
02.assembling-game-tutorial-2.wav_11.mp3
This is going to allow you to navigate it,
02.completing-the-first-practice.wav_89.mp3
So if you format your computer,
03-animating-the-pickup.wav_47.mp3
the scale to be uniform and then press Insert
06.bonus-direction-vector.wav_29.mp3
You can have varying direction vector lengths
13-fading-the-screen-to-black.wav_46.mp3
With that, your color rectangle stays transparent for the time the camera moves,
01.setting-up-the-slideshow-scene.wav_22.mp3
Select the VBoxContainer.
04-folder-structure-overview.wav_19.mp3
We don't need a level to test that everything is working.
03.adding-keyboard-input.wav_6.mp3
This tab lists the key mappings in your Godot project.
02.completing-the-first-practice.wav_58.mp3
So the ship will not move even if we use that value.
01-introduction.wav_19.mp3
as you can see now.
02.completing-the-first-practice.wav_44.mp3
But for the first ones, we keep it very simple.
03.styling-the-scoreboard-with-a-theme.wav_117.mp3
and with that, we're done for now.
02.designing-the-scoreboard.wav_24.mp3
we have four pins in the top left of the screen.
07-colliding-with-the-environment.wav_37.mp3
You're not limited to one.
12-animating-the-introduction.wav_25.mp3
to on in the Inspector.
02-creating-the-pickup-scene.wav_3.mp3
because we're going to have some animations running
03-animating-the-pickup.wav_79.mp3
we're going to squash it until it has no scale.
02-creating-the-hover-animation.wav_24.mp3
and you can see a key icon appeared next to each field in the Inspector.
06.overview-of-the-robot-code.wav_48.mp3
Then we have the Spell Holder.
07-preventing-player-from-leaving-track.wav_39.mp3
of the level and then you want to draw straight lines.
03.styling-the-scoreboard-with-a-theme.wav_37.mp3
and you'll see it update everywhere instantly.
00.flying-spaceship-your-first-scene-and-script.wav_28.mp3
You'll also find a text guide to go further by creating a steering ship.
02-creating-the-pickup-scene.wav_39.mp3
so that it's placed symmetrically along that axis.
04.making-the-ship-boost.wav_142.mp3
we're going to start the timer.
02.setting-up-the-level-and-robot-scenes.wav_52.mp3
Now, if you want to draw large blocks of wall,
02.setting-up-the-level-and-robot-scenes.wav_133.mp3
Since we have our robots here, we're going to click it
03.adding-keyboard-input.wav_1.mp3
to control it with the keyboard.
10-creating-the-pickup-particles.wav_71.mp3
they will all have a random value between 0 and 100 and 80 degrees
02.assembling-game-tutorial-1.wav_46.mp3
and fold the player directory.
03.adding-keyboard-input.wav_66.mp3
Now, typically a direction vector is a vector with a maximum length of one.
01.setting-up-the-slideshow-scene.wav_33.mp3
to make the slideshow centered on the screen.
01-setting-up-character-scene.wav_75.mp3
Actually, I can show you that if we set the frame to two
03-animating-the-pickup.wav_73.mp3
Next, we'll create the destroy animation.
01.scoreboard-introduction.wav_4.mp3
and list names in there.