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Welcome back my fellow game developers to

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a brand new video in brand new section.

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And one of the better sections,

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I will introduce you to the bus Skelly boss.

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I'm not going to waste your time too much.

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First of all, we will talk about the state machine,

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what it is, how it is,

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why we are using it,

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how we are going to be using it,

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using the animator, all of that good stuff.

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And in the second part of the video,

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we will be talking about the animations that I've

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created just to guide you through the process.

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If you have created the animations,

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the middle, we will have a challenge.

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If you already did all of the animations,

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you can skip the second part.

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Or if you think that you need a bit of help,

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I just guide you through a little bit of what I did.

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So with that out of the way,

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let's not waste any more time.

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Then let's get started with the boss fight 0 case.

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So, uh, welcome to one of

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the most exciting parts of

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this entire project and that is the most battle.

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What gain is complete without a loss button? No game.

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So let's go ahead and think of how we're going

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to create a boss battle.

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First of all, let's talk about something

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called the state machine.

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If we look here in the animator,

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you'll notice, and let's

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take the doom player for example.

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You'll notice that these are in fact animations,

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but they also work as states.

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So we have the states,

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or I'm in the state of

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the player ID links or player either name.

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He's an estate.

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He can do specific things.

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He cannot move.

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For example, he can shoot,

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he can do a lot of stuff,

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but he is in a state of idling.

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Then we have the walking state

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and then we have the player dashing.

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So for example, when we are dashing,

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we have certain animations.

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Also cannot move.

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I mean, sorry, we cannot shoot with our guns or weapons.

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So that is a sign of a different state

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where we have

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different mechanics and different behaviors.

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So we are going to use

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the animator to produce these kinds of states.

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And I was the whole time calling these animations.

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But a lot of people like to call them states.

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And that is okay.

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You can call them whatever you want as long as it's

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properly describes what is happening.

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So let's talk more about states and what a state machine,

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as a state machine is a behavioral model.

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It consists of a finite number of states.

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So behavior model, just like we have the idling,

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just like we have the plane,

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sorry, the running and the dashing.

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These are behavioral models and they are finite.

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So we always need to know how many states we have.

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And a given input the machine performs

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state transition and produces outputs.

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So just like we have

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the transitions between the animations in the animator,

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so does a state machine have transitions?

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So that's why the animator is the perfect,

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Let's say tool to create this state machine.

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So let's talk about what we have in our states.

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First of all, we have the starting state.

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So we have the starting state,

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we transition into another state

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which is the a or whatever it is.

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Maybe we start by idling,

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then we transition to walking,

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then we can transition between,

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for example, and this is all an example

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between two states, B and C.

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And for example, when we go from state a to state C,

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we cannot go back to state a,

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bot from state C,

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we can go to state B,

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go to state a, and then back and forth between a and b.

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So this is just an example of what a state could be.

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And obviously on each and

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every transition, we have conditions.

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So certain conditions have to be met in

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order to transition from one state to another.

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And this is something that we've been

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doing all the time and the scores.

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So I'm just going to continue on.

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Let's talk about the boss state machine

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that we are going to have.

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So the first state will be the appearing.

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So the boss, as soon as we enter the boss room,

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the boss will start appearing from the ground

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and you'll see the boss sprites in just a bit.

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I provided you with them in the resources.

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Then we start walking.

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So as soon as the boss comes life,

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then he will start walking towards the player.

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So no time to lose,

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no idling, no nothing.

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The boss just start walking towards the player.

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Then we have the five shots.

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So we will give the ability to

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our a huge skeleton boss that you'll see in

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just a bit to fire certain shots adder.

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So just like we had the enemy bullets,

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just like we had the player bullets,

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we will also have

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the boss bullets that will be fired from many directions.

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Then we will have

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the melee attacks or just as I promised you,

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we are going to create a melee attacks for our

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Boss that will attack the player once he is near here.

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So we will have some kind of timer.

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And obviously we want to

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have the transition go both ways.

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So for example, we don't want to appear,

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walk and then appear again. So that's it.

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Once we appear, we never go back to

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the state under a certain condition. We start walking.

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Under a certain condition,

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we start firing shots and then we start walking again.

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And under certain conditions,

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we also start melee attacking,

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and under certain conditions we go back to walking.

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But then there is the second part of the fight.

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And that is when our enemy gets angry or our boss gets

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angry when we shoot him enough that his health goes down.

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He then starts walking angry.

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He starts firing shots angry.

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He starts angularly, mainly attacking us.

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He will change colors,

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you will change sizes.

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And finally, when we kill him, if we kill him,

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if we manage to do so,

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we have the state of

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dying where he cannot hurt us anymore.

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He disappears and we went.

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So I'm going to,

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if you want, you can pause the video,

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look at this, take this end.

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We are going to be doing all of

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these in our upcoming videos,

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but I'm going to give you also a challenge to

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create all the animations and think so,

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create the animations that we'll have for the boss.

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And let me just show you the resources.

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We have the appear,

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the attack, the dye,

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the idle, the walk.

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And if you're not sure what the Angry will be all

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show you briefly after I've finished all the animations,

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I won't be doing them live

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because honestly it will take a lot of time.

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It will take a lot of effort.

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I will just create a new scene,

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put the bars there,

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and create the couple of animations.

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Then you will need to create the appear, attack, walk,

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shoot, getting angry, angry,

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attack angry, shoot angry, walk.

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And now if you're not sure how to create the angry,

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just at least the angry walk,

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for example, is the same as the angry shoot, sorry.

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I mean, the angry walk is just the

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same as the regular walk.

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But what I'll do is I'll increase

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the scale of the enemy, of the boss.

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And I'll also make him a bit

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of a red color so he looks different.

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The angry attack is just the same as the attack.

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And finally, we want to set the angry state,

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that the angry state

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will just have the boss as red color,

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a bit bigger and scale and a bit faster animations also.

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So with that out of the way,

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pause the video right now, and I don't know,

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Maybe I'll show you in the next video the animations.

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Maybe I'll show you on this one the animations just

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so he can see everything, set up everything.

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And I'll see you in the next month maybe maybe, you know.

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Hey, welcome back.

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So how did you get on with that?

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I just wanted to show you a couple of things or

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the way I created my states and

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how I made the angry walking and angry shooting and

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angry attack and how I did the

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getting angry may be you can be inspired.

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I also fixed a couple of things.

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If you did the attack,

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you might have noticed that

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the sprite moves to the right,

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which is not very nice.

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So I also fix that.

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So let me show you what I did.

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First of all, I got all of my sprites in here,

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the Bible attack the idle we don't use.

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So you can see the walking.

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All of them were kept almost the same.

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I just changed the filter and

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make the pixels per unit 75.

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And what did I do, this Kelly boss.

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So let me show you what I did in here.

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So let's say we are in the appearing.

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Let me show you the appear.

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Very simple, very normal.

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Just there you go.

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You can see that we have the skeleton appearing.

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You can see I've added two box colliders.

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One of them is a trigger so we can walk as you know,

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where we walked through the walls.

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Had me see. Okay.

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So the one on the bottom,

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the one at the top,

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which is this one.

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There we go. I can turn it off and on.

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And you can see that's the one that we're going to

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make a trigger that's just so we can hit the enemy,

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but at the same time the enemy can stand

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behind the background right here.

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So there we go.

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We have the appearing, as you can see.

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And this structure here in the animator.

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I didn't create the transitions yet

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because I want to make them as we create the code.

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I didn't want to do them without you

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knowing because at some point we will have exit time,

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we will have transition time

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and all of these good things.

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So as you can see, we start with

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appearing just like we did in

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the slides than walking

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and between the walking and shooting,

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then we get angry than the angry walking,

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angry attack and angry shooting.

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So the visit the walking.

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There we go. Very simple.

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We just walk around.

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Then we have the attack.

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So as you can see, maybe in

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your case and even in mind still,

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you can see that the boss

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just moves a little bit so to the,

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upwards and to the right.

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So notice there we go.

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You can see that he moved just a little bit,

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but that's even though we changed a bit in the sprites.

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If you kept them the same,

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you'll notice that yours moves a lot.

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So to fix this,

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I've made sure to go into the Sprite Editor.

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And in here I changed the custom pivot.

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So this is the point where let's call it the center.

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It's a pivot actually.

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But there is a slight difference

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between pivot and center,

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but this is the center right

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now when the center was right here,

269
00:10:44,540 --> 00:10:47,720
because the whole image was moved to the right.

270
00:10:47,720 --> 00:10:50,270
That's why the entire enemy moves to the right.

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00:10:50,270 --> 00:10:53,650
So what I did is I changed the center right here,

272
00:10:53,645 --> 00:10:59,875
created a custom pivot and it was 0.6554878.

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00:10:59,870 --> 00:11:02,380
If you want to copy this number just like I did,

274
00:11:02,375 --> 00:11:04,445
or maybe you can find one that is better.

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00:11:04,445 --> 00:11:05,545
Mind isn't perfect.

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00:11:05,540 --> 00:11:08,500
As you can see, he moves a little bit to the right.

277
00:11:08,495 --> 00:11:11,035
So you can find your own value and you can see

278
00:11:11,030 --> 00:11:13,790
that you don't have to go and edit all the sprites.

279
00:11:13,790 --> 00:11:15,680
You just can select all of them.

280
00:11:15,680 --> 00:11:18,740
And in here, you can select the custom pivot on

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00:11:18,740 --> 00:11:20,030
the bottom and then write

282
00:11:20,030 --> 00:11:22,450
down this number, keep it at 0.5.

283
00:11:22,445 --> 00:11:24,115
This on the Y, on the x,

284
00:11:24,110 --> 00:11:27,460
change it to 6554878.

285
00:11:27,455 --> 00:11:29,095
Okay, and what else did we do?

286
00:11:29,090 --> 00:11:32,050
So this is the attack and you can see that I leave

287
00:11:32,045 --> 00:11:35,215
a bit of room when he is striking.

288
00:11:35,210 --> 00:11:37,870
So we will have an attack on this side.

289
00:11:37,865 --> 00:11:39,535
And once the sort is APU,

290
00:11:39,530 --> 00:11:41,210
wait a little bit just to give room to

291
00:11:41,210 --> 00:11:43,060
our player to maybe runaway.

292
00:11:43,055 --> 00:11:44,905
And then we swing back down.

293
00:11:44,900 --> 00:11:48,160
And when we are going to be creating are mainly attack.

294
00:11:48,155 --> 00:11:50,035
You'll see how this is crucial

295
00:11:50,030 --> 00:11:52,330
because we will add events systems that will

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00:11:52,325 --> 00:11:54,295
damaged the player only

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00:11:54,290 --> 00:11:57,050
when the salt is at a certain position.

298
00:11:57,050 --> 00:11:59,360
We don't want to damage the player when soldiers up

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00:11:59,360 --> 00:12:02,060
because obviously the skeleton isn't swinging.

300
00:12:02,059 --> 00:12:05,419
So we'll just damaged him when the source is right

301
00:12:05,420 --> 00:12:07,190
here and we'll create some kind of

302
00:12:07,190 --> 00:12:09,160
circular collider right here.

303
00:12:09,155 --> 00:12:10,525
And if the player is inside,

304
00:12:10,520 --> 00:12:11,570
then he gets damaged.

305
00:12:11,570 --> 00:12:14,300
That's how we will create the Malay attack.

306
00:12:14,300 --> 00:12:16,700
So what else do we owe to the shooting?

307
00:12:16,700 --> 00:12:20,920
So I've got this one from the dying sprites, I believe.

308
00:12:20,915 --> 00:12:21,685
Yes, there we go.

309
00:12:21,680 --> 00:12:23,390
So it's from the dying sprites

310
00:12:23,390 --> 00:12:25,690
and it's not the smartest thing in the world.

311
00:12:25,685 --> 00:12:28,415
I just need some particular sprite.

312
00:12:28,415 --> 00:12:30,995
And as you can see when we are shooting,

313
00:12:30,995 --> 00:12:32,635
just change the scale.

314
00:12:32,630 --> 00:12:35,200
The scale increases and then goes back down.

315
00:12:35,195 --> 00:12:36,415
You can see it right here.

316
00:12:36,410 --> 00:12:40,280
So I send the record button and then made them bigger,

317
00:12:40,280 --> 00:12:42,980
smaller, bigger, smaller, bigger, smaller.

318
00:12:42,980 --> 00:12:45,470
And this is when we will be shooting.

319
00:12:45,470 --> 00:12:48,130
We will add, just like we did with an irregular.

320
00:12:48,125 --> 00:12:50,125
And it means we will add points of shooting,

321
00:12:50,120 --> 00:12:51,650
so we will add four.

322
00:12:51,650 --> 00:12:53,510
And then when he is angry,

323
00:12:53,510 --> 00:12:55,910
we will add six and talking about angry.

324
00:12:55,910 --> 00:12:57,640
Let's see how we get angry.

325
00:12:57,635 --> 00:12:58,825
So there we go.

326
00:12:58,820 --> 00:13:01,040
You can see this is how we get angry.

327
00:13:01,040 --> 00:13:03,320
We first of all, we become bigger.

328
00:13:03,320 --> 00:13:05,900
So we have the smaller, bigger, smaller, bigger.

329
00:13:05,900 --> 00:13:08,950
And I also added the idle sprites in here.

330
00:13:08,945 --> 00:13:11,285
You don't have to. I didn't notice much change.

331
00:13:11,285 --> 00:13:13,445
If we delete all the legal sprites,

332
00:13:13,445 --> 00:13:15,145
nothing changes honestly,

333
00:13:15,140 --> 00:13:16,850
but I just wanted to have something

334
00:13:16,850 --> 00:13:19,450
different than just a stale image.

335
00:13:19,445 --> 00:13:21,865
This adds, maybe in

336
00:13:21,860 --> 00:13:24,710
just a little subtle movement

337
00:13:24,710 --> 00:13:26,540
to the player that with the enemy,

338
00:13:26,540 --> 00:13:28,870
I mean to the boss, to Skelly,

339
00:13:28,865 --> 00:13:30,445
you can see that he gets bigger,

340
00:13:30,440 --> 00:13:32,270
smaller, bigger, smaller,

341
00:13:32,270 --> 00:13:35,660
and his hand twitches just a little bit enough to just

342
00:13:35,660 --> 00:13:37,010
have a little bit of

343
00:13:37,010 --> 00:13:39,620
life and him growing bigger or smaller.

344
00:13:39,620 --> 00:13:41,030
And then you can see he becomes

345
00:13:41,030 --> 00:13:42,680
big where we have the scale

346
00:13:42,680 --> 00:13:45,860
at 1.3 on the x and on the y,

347
00:13:45,860 --> 00:13:47,620
obviously on the SAT, we don't need it.

348
00:13:47,615 --> 00:13:50,275
And then we just wait a couple of seconds for

349
00:13:50,270 --> 00:13:53,210
the player to realize what just happened.

350
00:13:53,209 --> 00:13:56,829
And then finally we start walking angry.

351
00:13:56,825 --> 00:14:00,095
So whereas the walking angry or angry walking,

352
00:14:00,095 --> 00:14:03,085
it's the exact same as the regular walking,

353
00:14:03,080 --> 00:14:05,030
but it's a bit faster.

354
00:14:05,030 --> 00:14:06,520
And on the first frame,

355
00:14:06,515 --> 00:14:09,055
I made sure to set the scale at 1.3.

356
00:14:09,050 --> 00:14:11,110
So in the animation, I had the record.

357
00:14:11,105 --> 00:14:13,475
I change the color to complete red.

358
00:14:13,475 --> 00:14:15,155
Oh, and by the way in here,

359
00:14:15,155 --> 00:14:17,155
whereas the getting angry.

360
00:14:17,150 --> 00:14:19,730
So they get angry, you'll notice that he becomes

361
00:14:19,730 --> 00:14:22,390
slowly read read her.

362
00:14:22,385 --> 00:14:24,325
And on here, this is where I

363
00:14:24,320 --> 00:14:26,330
set it to red and it slowly moves.

364
00:14:26,330 --> 00:14:27,530
You can see the color right here.

365
00:14:27,530 --> 00:14:29,800
It slowly moves to read.

366
00:14:29,795 --> 00:14:31,375
On the angry walking,

367
00:14:31,370 --> 00:14:33,110
we just set it to read at the beginning,

368
00:14:33,110 --> 00:14:35,690
increase the scale to 1.3 on all sides and

369
00:14:35,690 --> 00:14:38,390
we make the walking a little bit faster.

370
00:14:38,390 --> 00:14:40,850
This is what will happen when he gets angry.

371
00:14:40,850 --> 00:14:42,260
He will start walking faster,

372
00:14:42,260 --> 00:14:44,680
so the animations will be faster.

373
00:14:44,675 --> 00:14:46,315
We have the angry shooting,

374
00:14:46,310 --> 00:14:47,980
so exactly the same,

375
00:14:47,975 --> 00:14:49,775
the color it just changes.

376
00:14:49,775 --> 00:14:52,195
It's completely rad because at this point

377
00:14:52,190 --> 00:14:55,490
the whole NME or bosses red.

378
00:14:55,490 --> 00:14:57,250
And finally the angry attack.

379
00:14:57,245 --> 00:14:58,735
It's exactly the same,

380
00:14:58,730 --> 00:15:00,530
just with a bigger scale,

381
00:15:00,530 --> 00:15:03,250
a different color, and much faster movements.

382
00:15:03,250 --> 00:15:04,360
So you can see there is

383
00:15:04,355 --> 00:15:06,995
no waiting time when the sources up,

384
00:15:06,995 --> 00:15:10,105
he just keeps chopping away all the time and we will

385
00:15:10,100 --> 00:15:13,700
create the same thing we will have in here, the damage.

386
00:15:13,700 --> 00:15:16,000
This position we will have the damage.

387
00:15:15,995 --> 00:15:19,535
And at this position we will also have the damage.

388
00:15:19,535 --> 00:15:21,355
Okay, so with that out of the way,

389
00:15:21,350 --> 00:15:23,120
I hope you enjoyed this video.

390
00:15:23,120 --> 00:15:25,470
I hope you created all of your animations.

391
00:15:25,474 --> 00:15:27,594
It took the time to do them.

392
00:15:27,590 --> 00:15:33,380
That's stage all of our whoa, that's nice.

393
00:15:33,380 --> 00:15:36,850
Anyways, for some reason I have an error.

394
00:15:36,845 --> 00:15:38,465
I will fix that later on.

395
00:15:38,465 --> 00:15:42,355
But for now, I hope you enjoy it and I'll see you in

396
00:15:42,350 --> 00:15:44,600
the next video where we will be actually

397
00:15:44,600 --> 00:15:47,660
moving our enemy and destroying things.

398
00:15:47,660 --> 00:15:50,100
So see you then.

