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Hello, guys.

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In this video, we're going to create level parts.

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I'm just going to give you an instructions and some advice on how to do it and what you could do to

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make it better.

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But in general, please don't sweat it out.

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It's your first game.

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Probably it's your first game and it's okay.

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Whatever you do is going to be fine.

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It's going to be cool.

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I'm telling you, you're going to show it to your friends or family or as a school project.

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And I'm sure people are going to be surprised and shocked of what you did because this would happen

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to me when I made my first game.

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I just shocked everyone around me.

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All right.

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First, what I want to do is tidy up a bit.

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Let's take our script and drag them to the script folder just like that.

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Now let's go to prefab.

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As God told Prefab.

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And I can see I narrowed down the size of the platform.

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Right.

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This is just one square size 4x4.

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And I have a reason for that.

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I'm going to tell you in a second before we continue and before we start making platforms, I just want

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to do a couple of adjustments to make this level part creation easier for us as for developers.

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All right.

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So what I'm going to do here, I want to take my level part and add the component new script that I'm

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going to call limiter gizmos.

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Right.

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Let's open it inside.

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I want to create a couple of transforms so I serialize field private transform.

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It's going to be a start.

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Then another one with the name end and another one going to duplicate this one and name it as.

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Let's say.

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Ground level.

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Now let's make Android gizmos function.

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What I'm going to do here.

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I want to just draw a line from the start point up and down and line from the end point up and down

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and line from the ground level to left and right.

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Very simple stuff.

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Use mass.

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Don't draw a line on let's make it red color so it gives us the color equals to color.

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Dot red gives us draw line from start position to new vector to start position.

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Plus let's say our position dot x plus 1000 on the Y is going to be the same and let's duplicate it

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and make it minus thousand.

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Cool.

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Now let's take these two and duplicate them as well.

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But it's going to be not start point, it's going to be end point.

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So we need to change it here and.

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And and here my intel sense should get what I'm trying to do and kind of help me so I can just now press

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tab to do all the field.

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And for here as well.

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Again.

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Again.

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Very cool.

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Right.

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And we need to make same for our ground level.

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But this time.

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Oh, wait a second.

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I did a mistake here.

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Al, man, this should be for the Y, not for the X.

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Just like that.

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Sorry.

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I was busy talking, and I just.

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I just.

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It was just out of biology.

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I forgot what I'm doing.

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Okay.

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And I make it pretty now for the round level.

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It should be on the X.

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So here we do ground level position to new vector tool with the ground level position that x.

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Here as well.

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Ground level.

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Position X.

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Just one more.

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Ground level.

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Yeah.

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Okay.

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So this one we have now, we take in start position and draw in gizmos to the up and down and position

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up and down and then ground level right and left.

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Now, let's see how it looks.

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You're going to go back to Unity, to our level part.

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Assign start point and point and create MT.

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Mm.

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I'll just call it Limiter.

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Okay, so this is our.

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Sorry.

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So this is our limiter.

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We're going to see where we need to place it right now.

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This is our start point, and it's kind of easier to understand now where level begins, where our level

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ends.

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Right now, let's do the limiter.

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What I want to do with this limiter.

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Let me make this platform long.

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So what I want to do with this limiter, I want to kind of help myself to understand what is the lowest

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point I can place platform on.

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Right?

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And for that, I'm going to set limiter to zero and I'm going to start my game.

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So I have this red line.

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I can see it and it's kind of high.

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I still have space below.

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So I'm going to take this platform and I'm going to try to pull it down even lower.

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Lower.

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So I guess this would be the lowest point.

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I want to have my platform right.

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Lower.

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I cannot see the character and maybe it's kind of too much.

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So somewhere here or even.

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Yeah, let's say somewhere here.

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Now I'm going to take my limiter and I'm going to place it where I want it to.

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So there should be my platform at this level.

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I'm going to see the number -1.68.

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I kind of don't like the number, so I'll do 75.

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Yeah, and that is okay, I guess.

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Now let's go back to level part.

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Over here.

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Take the limiter and set.

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-1.75.

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Now, I know this is the lowest level I want my platforms to be on.

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I can place it higher.

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It's okay, but I don't want to place it lower if I don't want to lose view of the character.

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Good.

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Now, next step would be just to place the platforms.

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But before we do that, I want to adjust something with coins and traps.

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Currently, if I place my coin generator like this.

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I can see the gizmos, but if I just put my mouse a bit further, I cannot see the gizmos and I cannot

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see where are my coins.

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So I want to fix that.

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What I want to do with this is sorry for moving windows here and there.

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I'm just trying to find the balance.

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I have only one screen, very small screen on the laptop.

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I use it on purpose just to prove that you don't need a monitor or two big screens to make games.

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Now, let's go to coin generator over here.

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Create empty object.

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I'm going to call it coin image.

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We're going to add Sprite Renderer.

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Sprite renderer.

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I'm going to go to graphics and drag coin over here.

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Now we have it.

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I want to make smaller scale point eight and I want to do like a couple of more plays.

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First one on minus one on the X.

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The second one on the one on the X, go back and it was saved.

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And if I go back to level part, I can see now where my coin is going to be.

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If you want, you can place just a couple of more.

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Just put this one.

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On minus two and this one on two.

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Now let's switch images off because we don't need them here.

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Let's go to code generator.

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I'm going to close all by this.

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And in the beginning I want to do serialize field private Sprite renderer.

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It's going to be an array of coin image.

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And then in the start, I'm going to do another for loop.

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That works until we have images in coin image, coin image links and it's going to do this coin image.

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I sprite equals to null.

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So we're going to set Sprite to null.

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It's going to have no image and it's going to disappear from the scene and it will be there only when

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we use an editor.

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But when you play the game, it's not going to be there.

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This is basically what we're going to do in the code.

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We're going to set the sprite to null.

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Then let's open this coin image, drag them.

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We can click, lock it over here, drag our coin images over here, and that's it.

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It's going to be disabled once we go to play mode.

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Now this how is going to look?

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And this is much better.

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If I want to zoom out, I still can see the coins and something else about traps.

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So currently we spawn traps and they will be there for sure.

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But I want to make a bit of randomness to this.

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So what I want to do here is to go to trap code over here.

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I want to create a serialized field protected.

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So we can inherit it.

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Virtual void chance await not void.

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Sorry.

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Protected float.

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Chance to spawn.

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Now we need to do protected virtual void start.

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We kind are going to do a boolean here.

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Bool can spawn and here we're going to check chance to spawn.

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If chance does spawn bigger or equals than random range between zero and 100, how is going to work?

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Let's say by default our chance to spawn 60.

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This is our default value.

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Now we do this, we see random number was let's say for example, random number was 59.

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We're going to check if a chance to spawn is higher than 59.

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Yes, it is.

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It means it can spawn, right?

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Because this is going to be true until chance to spawn is bigger than random value.

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Then we do this if no cancer found.

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Then destroy the game object.

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And now we need to go to our moving trap.

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I will comment out this line and override.

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Start.

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Override.

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Start.

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So we have this code in the moving trap.

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Then I'm going to take this.

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And paste it in here because we assigned position, if you remember.

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Let's save it all.

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Go back to Unity.

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Yeah.

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Now you can.

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Yeah, well, it was set by default, and now we can play some traps and see, sometimes it's going

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to be there.

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Sometimes it's not.

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And just for experiment, let's place a bunch of them.

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Uh, five.

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Let's see how many respond to.

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Going to die.

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For.

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One.

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Four.

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So you get the point, right.

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Let's go back to the old part.

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Let's go back to the whole part.

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Now we are kind of ready.

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And here is what you want to do to make your level parts.

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You set platform to 4x4.

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Again, it's not necessary.

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It's just easier to manage the size of the level part of the entire level section with this one.

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Now you go back to prefab folder and you duplicate this one control D to duplicate.

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Then you go to new created prefab level part one and you change it how you like.

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I will try to recreate level parts I had in my first version of the course because I really like those.

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They were cool.

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I remember I did a lot of testing to make them.

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Once you're done with your level part and go back to level generator.

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And move it here to a level parts section.

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When you want to create a new one, you duplicate the whole part zero.

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You go inside, you change it.

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To something nice.

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You go back to the old generator, you drag it here and you go test the game, see how it feels.

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And I told you before that this is a rework of the course after like seven or eight months.

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But there is a video from previous version of the course where I share some advice on creation of level

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parts, and I think that information is still valuable.

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So I'm going to put it here and let's watch it together.

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All right, guys.

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And about advice, as I promised, first, what I want to say is try not to sweat it out to my shock.

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Relax.

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It's your first game.

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You're creating your first levels.

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Whatever you do will be great, I'm sure.

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Whatever you're going to show to your friends.

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Look what I created.

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It's going to be cool.

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In any case, if you reach this point on my course, I'm very glad.

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And I'm sure you're doing great job there.

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I wish.

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I honestly wish I could meet you, but we're not talking about that, right?

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So try not to sweat it out too much.

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Take it easy, make a level, run it for a bit, test it out, check out how it feels.

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Change something, Try not to make it too hard.

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It's much better to have a feeling of a flow.

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Let's run rather than hard difficult runner where you need to jump over each drop again and again.

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All right.

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And pay attention to balance.

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You see, if there is not enough traps on the levels, make next level apart with the traps.

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If you feel like you're using not enough of slight ability, try to make some level of parts where you

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use in slight ability.

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If you feel like there is not enough jump in, make some wide spaces between platforms on level parts.

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So player going to jump from one to another.

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Yeah.

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Balance and somehow and again relax, keep it simple.

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This is a runner.

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It should feel easy to run.

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It should feel nice how you run it and collecting the coins.

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Remember your self when you play it.

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Subway surfers, for example.

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Right.

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Most of the time you just run into the left and right and collecting coins and sometimes you get in

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trouble.

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That's how it should feel and also try to create more moments.

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What I mean is try to create some places where player would do some cool stuff.

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Like, for example, I created this very high platform and when you jump in from this platform, for

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me it feels nice.

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It feels like jumping Assassin's Creed or something.

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When you jump in from the high tower down all the way down, or this place where I slide and then I

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do double jump and I do flip and I save myself from the step of this.

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This is very nice.

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It feels cool.

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And also try to create two ways of passing level parts.

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For example, like I have here, if I slide, I get some coins.

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If I did not slide here.

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Still, there is a way to pass this section.

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I can run on the top.

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Just jump over the drop and pass my level apart and go to the next one.

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And there is always a new way to pass this.

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I can go up or I can go down some more rewarding and harder to pass.

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Some are easier, but there is less coins.

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But in general, don't be greedy about coins.

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Place them everywhere, drop them as much as you like.

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It feels nice to collect coins when you play some game.

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And since we talked about traps and coins, remember when you drag trap to the level part you can select

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it and change chance to pound for each trap individually.

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So if you feel like some level parts to hard with the traps, make chance to spawn less.

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So it will happen only sometimes that player will die here, but most of the time there will be no trap

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at all.

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Or if you feel like little part is easy to pass, place a few more traps there, but try to balance

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it and again, try not to make game very hard.

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It should be easy game, it should be casual game.

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Your mom should be able to play this game.

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Your kid, your friends from school.

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Everyone should be able to play in this game and remember what is a fair challenge for developer.

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For player, it's usually difficult.

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Again, what is a fair challenge for developer usually is difficult for player.

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So if you feel like it's easy for you, it doesn't mean it will be easy for your friend.

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Well, enjoy, create and when you're done, let's go to next section.

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We're going to make UI next time like a menu, bows and all this stuff.

