path stringlengths 25 58 | sentence stringlengths 4 84 | audio audioduration (s) 0.5 8.49 |
|---|---|---|
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. |
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