Recording
My iOS game on xcode on macbook air - development update [X5cF7uRkQtg]
2015-10-27 · 15 min
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- rev_bcccd97e4c408d917f881d5a1c2609c4Machine-generated and unreviewed; may be wrong; not a verified quotation.enraw_asractive266 segments
Transcript
Hello and welcome back to X-Coding
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0:00–0:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_0with Daniel. So this is where my game is
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0:04–0:07 · rev_bcccd97e4c408d917f881d5a1c2609c4_1right now. I was mainly doing
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0:07–0:10 · rev_bcccd97e4c408d917f881d5a1c2609c4_2the artwork yesterday. I created a few new
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0:10–0:13 · rev_bcccd97e4c408d917f881d5a1c2609c4_3zombie types, and I haven't updated this
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0:13–0:17 · rev_bcccd97e4c408d917f881d5a1c2609c4_4one. We'll do that later. Okay, so I've
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0:17–0:19 · rev_bcccd97e4c408d917f881d5a1c2609c4_5updated the zombie graphics, and I've also
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0:19–0:23 · rev_bcccd97e4c408d917f881d5a1c2609c4_6added like a walking animation. So you can
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0:23–0:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_7see they're like walking or trodding—
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0:26–0:31 · rev_bcccd97e4c408d917f881d5a1c2609c4_8trod— I don't even know the word. They're
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0:31–0:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_9walking down the screen, and when they
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0:34–0:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_10touch the tank, they die. You see,
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0:36–0:40 · rev_bcccd97e4c408d917f881d5a1c2609c4_11you can run them over. Now if, if the
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0:40–0:42 · rev_bcccd97e4c408d917f881d5a1c2609c4_12zombies get to the bottom of the screen,
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0:42–0:44 · rev_bcccd97e4c408d917f881d5a1c2609c4_13then it's game over. Now this is just
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0:44–0:47 · rev_bcccd97e4c408d917f881d5a1c2609c4_14temporary. I'm going to design the whole
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0:47–0:48 · rev_bcccd97e4c408d917f881d5a1c2609c4_15game over restart button myself later. So
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0:49–0:52 · rev_bcccd97e4c408d917f881d5a1c2609c4_16what I did— so when you press restart,
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0:54–0:56 · rev_bcccd97e4c408d917f881d5a1c2609c4_17you can restart, and then it's all
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0:56–0:58 · rev_bcccd97e4c408d917f881d5a1c2609c4_18restarted. Okay, but there's still like a
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0:58–1:01 · rev_bcccd97e4c408d917f881d5a1c2609c4_19bug when I press the restart button.
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1:01–1:02 · rev_bcccd97e4c408d917f881d5a1c2609c4_20Watch.
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1:02–1:03 · rev_bcccd97e4c408d917f881d5a1c2609c4_21Oh, it seems okay now, but sometimes it's
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1:06–1:08 · rev_bcccd97e4c408d917f881d5a1c2609c4_22like a strange bug. See, it's bugged
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1:08–1:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_23now. It's not going to game over.
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1:11–1:13 · rev_bcccd97e4c408d917f881d5a1c2609c4_24Oh, there we go. For some reason, the game
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1:15–1:18 · rev_bcccd97e4c408d917f881d5a1c2609c4_25over happens later. Anyway,
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1:18–1:22 · rev_bcccd97e4c408d917f881d5a1c2609c4_26so what I did was I
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1:22–1:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_27created a new void called zombieWalking,
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1:26–1:29 · rev_bcccd97e4c408d917f881d5a1c2609c4_28and zombieWalking is located here.
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1:31–1:35 · rev_bcccd97e4c408d917f881d5a1c2609c4_29zombieWalking. So basically it's an
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1:37–1:39 · rev_bcccd97e4c408d917f881d5a1c2609c4_30NSArray images, and then I put in these
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1:39–1:42 · rev_bcccd97e4c408d917f881d5a1c2609c4_31new images of them walking. Like this,
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1:42–1:46 · rev_bcccd97e4c408d917f881d5a1c2609c4_32and basically I just flip the image. So I
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1:46–1:49 · rev_bcccd97e4c408d917f881d5a1c2609c4_33have blue zombie 2 and blue zombie 1,
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1:50–1:52 · rev_bcccd97e4c408d917f881d5a1c2609c4_34and the only difference is the mouth is
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1:53–1:55 · rev_bcccd97e4c408d917f881d5a1c2609c4_35open on one. The rest of it's just a
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1:55–1:59 · rev_bcccd97e4c408d917f881d5a1c2609c4_36flipped image, so it looks like they're
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1:59–2:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_37And then I added that animation code for
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2:06–2:09 · rev_bcccd97e4c408d917f881d5a1c2609c4_38all these monsters that match that
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2:09–2:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_39graphic. And I also made a zombie walking
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2:11–2:14 · rev_bcccd97e4c408d917f881d5a1c2609c4_402 for the, for the second set of zombies.
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2:14–2:16 · rev_bcccd97e4c408d917f881d5a1c2609c4_41So they will walk, and this is the speed
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2:18–2:22 · rev_bcccd97e4c408d917f881d5a1c2609c4_42of the— so if I make this a higher number,
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2:22–2:24 · rev_bcccd97e4c408d917f881d5a1c2609c4_43it should go slower, and if I make it a
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2:25–2:27 · rev_bcccd97e4c408d917f881d5a1c2609c4_44smaller number, it should go faster. And
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2:27–2:29 · rev_bcccd97e4c408d917f881d5a1c2609c4_45repeat count, if you set it to 0, then the
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2:29–2:32 · rev_bcccd97e4c408d917f881d5a1c2609c4_46repeat count is set to infinite, so it
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2:32–2:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_47just keeps animating over and over.
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2:34–2:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_48What else did I do?
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2:38–2:39 · rev_bcccd97e4c408d917f881d5a1c2609c4_49Yeah, this is the code for— put
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2:43–2:47 · rev_bcccd97e4c408d917f881d5a1c2609c4_50it— no, I made this one called Tank
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2:48–2:51 · rev_bcccd97e4c408d917f881d5a1c2609c4_51Runover. What it basically is,
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2:51–2:54 · rev_bcccd97e4c408d917f881d5a1c2609c4_52is if I can show you.
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2:55–2:58 · rev_bcccd97e4c408d917f881d5a1c2609c4_53Okay, so I put an ImageView here, but I
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3:00–3:01 · rev_bcccd97e4c408d917f881d5a1c2609c4_54didn't assign an image to it. So when you
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3:02–3:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_55load the game, it's actually invisible,
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3:04–3:05 · rev_bcccd97e4c408d917f881d5a1c2609c4_56but it's still actually there. So if I
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3:07–3:09 · rev_bcccd97e4c408d917f881d5a1c2609c4_57set, if I set this one to bullet, so it's
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3:10–3:13 · rev_bcccd97e4c408d917f881d5a1c2609c4_58actually an image, and then I run the
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3:13–3:15 · rev_bcccd97e4c408d917f881d5a1c2609c4_59game, you can see what's happening to it.
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3:15–3:17 · rev_bcccd97e4c408d917f881d5a1c2609c4_60It's actually following the tank. So if
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3:18–3:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_61the zombies touch this part of the tank,
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3:21–3:22 · rev_bcccd97e4c408d917f881d5a1c2609c4_62they die. Because before,
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3:22–3:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_63they were touching the front of the tank
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3:26–3:27 · rev_bcccd97e4c408d917f881d5a1c2609c4_64and dying, and that doesn't really make
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3:27–3:29 · rev_bcccd97e4c408d917f881d5a1c2609c4_65sense. It was just like they were touching
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3:29–3:31 · rev_bcccd97e4c408d917f881d5a1c2609c4_66the front of the tank. So you can
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3:32–3:35 · rev_bcccd97e4c408d917f881d5a1c2609c4_67see the orange block, and it follows the
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3:35–3:37 · rev_bcccd97e4c408d917f881d5a1c2609c4_68tank as you go along.
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3:37–3:38 · rev_bcccd97e4c408d917f881d5a1c2609c4_69So see this zombie coming along? We can
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3:40–3:42 · rev_bcccd97e4c408d917f881d5a1c2609c4_70just run him over like this. Run these
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3:42–3:45 · rev_bcccd97e4c408d917f881d5a1c2609c4_71guys all over.
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3:45–3:46 · rev_bcccd97e4c408d917f881d5a1c2609c4_72So at the moment, everything's working
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3:53–3:55 · rev_bcccd97e4c408d917f881d5a1c2609c4_73fine. Except that the game is way too
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3:55–3:57 · rev_bcccd97e4c408d917f881d5a1c2609c4_74easy. It's just so easy to kill these. So
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3:57–4:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_75what I might do is slow the tank speed
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4:01–4:02 · rev_bcccd97e4c408d917f881d5a1c2609c4_76down. If I— I'm not sure how to do that
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4:02–4:05 · rev_bcccd97e4c408d917f881d5a1c2609c4_77yet, but there must be a way.
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4:05–4:06 · rev_bcccd97e4c408d917f881d5a1c2609c4_78Also, I want to add— I want to at least
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4:09–4:10 · rev_bcccd97e4c408d917f881d5a1c2609c4_79double the number of zombies on the
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4:11–4:12 · rev_bcccd97e4c408d917f881d5a1c2609c4_80screen, and I'll make some of them, maybe
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4:12–4:15 · rev_bcccd97e4c408d917f881d5a1c2609c4_81a third of them, walk a lot faster.
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4:15–4:17 · rev_bcccd97e4c408d917f881d5a1c2609c4_82So you really have to like race across the
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4:18–4:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_83screen to try and shoot them down.
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4:20–4:21 · rev_bcccd97e4c408d917f881d5a1c2609c4_84And basically the goal of the game is if
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4:26–4:28 · rev_bcccd97e4c408d917f881d5a1c2609c4_85you kill all of the zombies, you'll finish
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4:28–4:30 · rev_bcccd97e4c408d917f881d5a1c2609c4_86the level, and then it will go into level
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4:31–4:32 · rev_bcccd97e4c408d917f881d5a1c2609c4_872, or wave 2, and wave 2 should be more
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4:33–4:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_88difficult. Also, I want
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4:37–4:41 · rev_bcccd97e4c408d917f881d5a1c2609c4_89power-ups. So power-ups would randomly
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4:41–4:43 · rev_bcccd97e4c408d917f881d5a1c2609c4_90appear on the track, and you'd have to
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4:44–4:45 · rev_bcccd97e4c408d917f881d5a1c2609c4_91take the tank over to it to pick up the
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4:46–4:47 · rev_bcccd97e4c408d917f881d5a1c2609c4_92power-ups. But the trick is the power-ups
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4:48–4:50 · rev_bcccd97e4c408d917f881d5a1c2609c4_93won't stay there for more than a few
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4:50–4:51 · rev_bcccd97e4c408d917f881d5a1c2609c4_94seconds, so you really have to go for
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4:51–4:53 · rev_bcccd97e4c408d917f881d5a1c2609c4_95them. And if you're going for the
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4:53–4:54 · rev_bcccd97e4c408d917f881d5a1c2609c4_96power-ups, it could put you in a bad
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4:55–4:56 · rev_bcccd97e4c408d917f881d5a1c2609c4_97position because a zombie could sneak past
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4:56–4:58 · rev_bcccd97e4c408d917f881d5a1c2609c4_98you. And I haven't really decided what
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4:59–5:01 · rev_bcccd97e4c408d917f881d5a1c2609c4_99kind of power-ups yet. I guess we could do
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5:01–5:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_100like all kinds of weapons, like we could
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5:04–5:05 · rev_bcccd97e4c408d917f881d5a1c2609c4_101have like a razor blade that attaches to
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5:06–5:08 · rev_bcccd97e4c408d917f881d5a1c2609c4_102the front of the tank so all the zombies
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5:09–5:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_103in front of it die.
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5:11–5:13 · rev_bcccd97e4c408d917f881d5a1c2609c4_104Or we could have a more powerful cannon
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5:15–5:16 · rev_bcccd97e4c408d917f881d5a1c2609c4_105that just tears across the screen,
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5:16–5:18 · rev_bcccd97e4c408d917f881d5a1c2609c4_106killing all the zombies in its path
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5:19–5:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_107instead of just one. Also, we could have
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5:20–5:23 · rev_bcccd97e4c408d917f881d5a1c2609c4_108like randomly placed traps on the field,
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5:23–5:27 · rev_bcccd97e4c408d917f881d5a1c2609c4_109like explosive barrels.
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5:28–5:29 · rev_bcccd97e4c408d917f881d5a1c2609c4_110I'm not really sure how to do like an
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5:31–5:32 · rev_bcccd97e4c408d917f881d5a1c2609c4_111explosion animation, that could be quite
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5:32–5:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_112tricky, so we might do something simple
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5:34–5:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_113like a spike trap. So spikes
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5:36–5:40 · rev_bcccd97e4c408d917f881d5a1c2609c4_114zombies. That could be quite good.
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5:41–5:43 · rev_bcccd97e4c408d917f881d5a1c2609c4_115Also, I want to do like— I wanna have like
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5:46–5:49 · rev_bcccd97e4c408d917f881d5a1c2609c4_116a house here, and it'll be like an
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5:49–5:52 · rev_bcccd97e4c408d917f881d5a1c2609c4_117obstacle. So if you shoot the house, it
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5:52–5:54 · rev_bcccd97e4c408d917f881d5a1c2609c4_118would like start getting destroyed, but
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5:54–5:57 · rev_bcccd97e4c408d917f881d5a1c2609c4_119the bullets can't go past the house and
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5:58–6:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_120the zombies can't go through the house.
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6:00–6:01 · rev_bcccd97e4c408d917f881d5a1c2609c4_121So I'm gonna have— I'm going to have to
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6:01–6:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_122write code so that the zombies walk around
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6:04–6:06 · rev_bcccd97e4c408d917f881d5a1c2609c4_123the house. I think that could be quite
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6:07–6:08 · rev_bcccd97e4c408d917f881d5a1c2609c4_124interesting. So yeah, that's my
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6:09–6:12 · rev_bcccd97e4c408d917f881d5a1c2609c4_125game so far. What do you think? If you
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6:13–6:15 · rev_bcccd97e4c408d917f881d5a1c2609c4_126have any ideas, like game ideas, I'm all
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6:16–6:19 · rev_bcccd97e4c408d917f881d5a1c2609c4_127ears, so leave them down in the comment
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6:19–6:21 · rev_bcccd97e4c408d917f881d5a1c2609c4_128section. And actually, I bought
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6:21–6:25 · rev_bcccd97e4c408d917f881d5a1c2609c4_129a MacBook Pro and it arrived today, but
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6:25–6:28 · rev_bcccd97e4c408d917f881d5a1c2609c4_130it's still like updating. It's downloading
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6:28–6:32 · rev_bcccd97e4c408d917f881d5a1c2609c4_131Xcode right now, but it's taking ages, so
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6:32–6:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_132So for now I'm still on my MacBook Air.
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6:34–6:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_133But the MacBook Pro, it feels so much
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6:37–6:38 · rev_bcccd97e4c408d917f881d5a1c2609c4_134faster. Even opening programs and stuff
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6:38–6:41 · rev_bcccd97e4c408d917f881d5a1c2609c4_135like that is just instant. The extra RAM
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6:42–6:44 · rev_bcccd97e4c408d917f881d5a1c2609c4_136really helps. So I'm looking forward to
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6:44–6:46 · rev_bcccd97e4c408d917f881d5a1c2609c4_137using Xcode on it because my game is
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6:47–6:49 · rev_bcccd97e4c408d917f881d5a1c2609c4_138getting more complex and it feels like
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6:49–6:51 · rev_bcccd97e4c408d917f881d5a1c2609c4_139it's starting to slow down, like the
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6:52–6:53 · rev_bcccd97e4c408d917f881d5a1c2609c4_140program. I mean, look at Activity Monitor.
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6:53–6:56 · rev_bcccd97e4c408d917f881d5a1c2609c4_141I'm using swap memory because I've used up
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6:58–7:01 · rev_bcccd97e4c408d917f881d5a1c2609c4_142all the physical memory. Xcode uses about
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7:01–7:03 · rev_bcccd97e4c408d917f881d5a1c2609c4_143500, sometimes uses a gigabyte of RAM.
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7:04–7:05 · rev_bcccd97e4c408d917f881d5a1c2609c4_144So yeah, what else do I need to do? I need
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7:10–7:12 · rev_bcccd97e4c408d917f881d5a1c2609c4_145to create more zombies because at the
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7:13–7:14 · rev_bcccd97e4c408d917f881d5a1c2609c4_146moment there's only 3 types. Oh, I was
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7:14–7:16 · rev_bcccd97e4c408d917f881d5a1c2609c4_147going to show you the new zombie I made.
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7:17–7:18 · rev_bcccd97e4c408d917f881d5a1c2609c4_148Hold on. Okay, so where was it?
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7:18–7:21 · rev_bcccd97e4c408d917f881d5a1c2609c4_149I haven't actually downloaded it yet.
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7:23–7:24 · rev_bcccd97e4c408d917f881d5a1c2609c4_150Let's see, so many tabs open.
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7:27–7:30 · rev_bcccd97e4c408d917f881d5a1c2609c4_151So this was one of the zombies, and this
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7:32–7:35 · rev_bcccd97e4c408d917f881d5a1c2609c4_152is the second one.
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7:35–7:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_153So this, this zombie looks kind of sad,
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7:40–7:42 · rev_bcccd97e4c408d917f881d5a1c2609c4_154doesn't he? Zombie 2A and Zombie 2B. So it
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7:42–7:46 · rev_bcccd97e4c408d917f881d5a1c2609c4_155kind of looks like he's walking. Okay, so
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7:46–7:50 · rev_bcccd97e4c408d917f881d5a1c2609c4_156we download these.
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7:50–7:51 · rev_bcccd97e4c408d917f881d5a1c2609c4_157And then go back onto Xcode, then go
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7:57–8:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_158Finder, then go into your Downloads. It
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8:00–8:03 · rev_bcccd97e4c408d917f881d5a1c2609c4_159should be there. And then just select them
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8:03–8:07 · rev_bcccd97e4c408d917f881d5a1c2609c4_160both and then drag them down into
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8:07–8:08 · rev_bcccd97e4c408d917f881d5a1c2609c4_161Supporting Files. Then just do Finish.
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8:09–8:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_162And then what we do is we select all the
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8:12–8:14 · rev_bcccd97e4c408d917f881d5a1c2609c4_163zombies we want to change.
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8:15–8:15 · rev_bcccd97e4c408d917f881d5a1c2609c4_164And then we change the image to
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8:19–8:23 · rev_bcccd97e4c408d917f881d5a1c2609c4_165zombie2a.png. Okay, so they
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8:24–8:27 · rev_bcccd97e4c408d917f881d5a1c2609c4_166look kind of squished, so just choose one
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8:28–8:30 · rev_bcccd97e4c408d917f881d5a1c2609c4_167and resize it.
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8:31–8:31 · rev_bcccd97e4c408d917f881d5a1c2609c4_168Don't make it too big.
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8:34–8:35 · rev_bcccd97e4c408d917f881d5a1c2609c4_169I think this could be a good size, like
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8:39–8:41 · rev_bcccd97e4c408d917f881d5a1c2609c4_170this. Make him
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8:41–8:45 · rev_bcccd97e4c408d917f881d5a1c2609c4_171a bit shorter.
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8:46–8:46 · rev_bcccd97e4c408d917f881d5a1c2609c4_172Okay, so he is 60
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8:52–8:57 · rev_bcccd97e4c408d917f881d5a1c2609c4_173pixels by 65, so we just select the rest.
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8:58–9:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_17460 by 65, was it? And just
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9:03–9:06 · rev_bcccd97e4c408d917f881d5a1c2609c4_175change it here, and that changes all of
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9:07–9:09 · rev_bcccd97e4c408d917f881d5a1c2609c4_176And then we have to do the animation. If I
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9:17–9:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_177can select him. It is a bit tricky to
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9:20–9:22 · rev_bcccd97e4c408d917f881d5a1c2609c4_178select them because there's so many images
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9:23–9:24 · rev_bcccd97e4c408d917f881d5a1c2609c4_179on the screen, and they kind of overlap
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9:25–9:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_180each other. Let's move him up.
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9:27–9:30 · rev_bcccd97e4c408d917f881d5a1c2609c4_181Okay, so what we need to do now, we need
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9:31–9:33 · rev_bcccd97e4c408d917f881d5a1c2609c4_182to declare a new animation. Because we
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9:33–9:37 · rev_bcccd97e4c408d917f881d5a1c2609c4_183need a separate animation block for each
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9:37–9:39 · rev_bcccd97e4c408d917f881d5a1c2609c4_184one. So we'll call it zombie walking 3.
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9:39–9:42 · rev_bcccd97e4c408d917f881d5a1c2609c4_185And then what do we do?
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9:48–9:49 · rev_bcccd97e4c408d917f881d5a1c2609c4_186Basically, we want to copy zombie
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9:51–9:54 · rev_bcccd97e4c408d917f881d5a1c2609c4_187walking, just copy it all,
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9:54–9:57 · rev_bcccd97e4c408d917f881d5a1c2609c4_188and then put it under number 2 to make it
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9:59–10:02 · rev_bcccd97e4c408d917f881d5a1c2609c4_189a bit tidier. It's a complete mess, I
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10:02–10:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_190know. So messy.
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10:05–10:07 · rev_bcccd97e4c408d917f881d5a1c2609c4_191Okay, so it's up here. Don't forget close
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10:09–10:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_192curly brackets and change this to 3.
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10:12–10:14 · rev_bcccd97e4c408d917f881d5a1c2609c4_193So we need to find those monsters that we
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10:16–10:19 · rev_bcccd97e4c408d917f881d5a1c2609c4_194want to animate.
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10:19–10:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_195So where are they? We have monster5,
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10:23–10:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_196monster10, and Monster 4 and
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10:27–10:31 · rev_bcccd97e4c408d917f881d5a1c2609c4_1979. 5, 10, 4,
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10:31–10:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_1989. 5, 10, 4, 9. 5,
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10:34–10:37 · rev_bcccd97e4c408d917f881d5a1c2609c4_19910, 4, 9. 5,
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10:37–10:40 · rev_bcccd97e4c408d917f881d5a1c2609c4_20010— whoops.
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10:47–10:51 · rev_bcccd97e4c408d917f881d5a1c2609c4_2014, and then 9, was it?
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11:03–11:05 · rev_bcccd97e4c408d917f881d5a1c2609c4_202Okay, and then we need to activate
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11:13–11:17 · rev_bcccd97e4c408d917f881d5a1c2609c4_203it, so In
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11:17–11:21 · rev_bcccd97e4c408d917f881d5a1c2609c4_204IBAction Start, so this is what happens
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11:21–11:23 · rev_bcccd97e4c408d917f881d5a1c2609c4_205when you click on the Start button, we do
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11:23–11:25 · rev_bcccd97e4c408d917f881d5a1c2609c4_206self.zombieWalking3,
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11:26–11:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_207close square bracket, and then semicolon.
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11:30–11:32 · rev_bcccd97e4c408d917f881d5a1c2609c4_208I think that is all. See if
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11:33–11:37 · rev_bcccd97e4c408d917f881d5a1c2609c4_209we're missing anything.
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11:37–11:38 · rev_bcccd97e4c408d917f881d5a1c2609c4_210Movement. Okay,
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11:41–11:44 · rev_bcccd97e4c408d917f881d5a1c2609c4_211let's test it.
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11:44–11:45 · rev_bcccd97e4c408d917f881d5a1c2609c4_212Okay, the moment of truth. Oh,
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12:00–12:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_213they've disappeared. Okay, that isn't
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12:04–12:07 · rev_bcccd97e4c408d917f881d5a1c2609c4_214what I expected to happen. Hang on.
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12:07–12:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_215Okay, something's really strange. Oh,
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12:12–12:15 · rev_bcccd97e4c408d917f881d5a1c2609c4_216I know, I know, we didn't— so stupid— we
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12:16–12:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_217didn't change this bit for the images. So
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12:21–12:24 · rev_bcccd97e4c408d917f881d5a1c2609c4_218yeah, this needs to be changed to— what
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12:24–12:27 · rev_bcccd97e4c408d917f881d5a1c2609c4_219was it— zombie2a.
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12:27–12:28 · rev_bcccd97e4c408d917f881d5a1c2609c4_220This is like the most important part. How
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12:31–12:33 · rev_bcccd97e4c408d917f881d5a1c2609c4_221could you leave it out? Zombie2a.
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12:33–12:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_222And then we could change it back to
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12:38–12:40 · rev_bcccd97e4c408d917f881d5a1c2609c4_223Okay, should be fine now.
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12:44–12:45 · rev_bcccd97e4c408d917f881d5a1c2609c4_224Yep, they are walking along.
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12:53–12:56 · rev_bcccd97e4c408d917f881d5a1c2609c4_225Look at this guy, he's super fast, he
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12:57–12:59 · rev_bcccd97e4c408d917f881d5a1c2609c4_226wants to die first. Squish.
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12:59–13:02 · rev_bcccd97e4c408d917f881d5a1c2609c4_227So they all get squished.
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13:05–13:07 · rev_bcccd97e4c408d917f881d5a1c2609c4_228Oh, these are the slow ones.
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13:11–13:12 · rev_bcccd97e4c408d917f881d5a1c2609c4_229Boom! So yeah, it's kind of easy at the
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13:18–13:20 · rev_bcccd97e4c408d917f881d5a1c2609c4_230moment, not really a challenge. I guess
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13:20–13:23 · rev_bcccd97e4c408d917f881d5a1c2609c4_231I'll add more zombies. It's kind of— it's
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13:23–13:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_232kind of time-consuming because You have to
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13:27–13:30 · rev_bcccd97e4c408d917f881d5a1c2609c4_233draw the zombies, draw the animations. I
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13:30–13:32 · rev_bcccd97e4c408d917f881d5a1c2609c4_234still have to draw the death animations
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13:33–13:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_235because at the moment I only have one for
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13:34–13:36 · rev_bcccd97e4c408d917f881d5a1c2609c4_236the blue zombie, which is just like him
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13:36–13:39 · rev_bcccd97e4c408d917f881d5a1c2609c4_237lying in his own puddle of blood.
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13:39–13:41 · rev_bcccd97e4c408d917f881d5a1c2609c4_238So takes a lot of time,
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13:44–13:46 · rev_bcccd97e4c408d917f881d5a1c2609c4_239but it's nice because I can do all the
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13:47–13:50 · rev_bcccd97e4c408d917f881d5a1c2609c4_240artwork myself and I can do all the coding
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13:50–13:52 · rev_bcccd97e4c408d917f881d5a1c2609c4_241myself. Still not sure how to do sound. I
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13:52–13:54 · rev_bcccd97e4c408d917f881d5a1c2609c4_242have to do that later. I'm not sure when
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13:55–13:58 · rev_bcccd97e4c408d917f881d5a1c2609c4_243I'll have a look at sound. I have to look
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13:58–14:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_244up— I have to look up a tutorial.
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14:01–14:02 · rev_bcccd97e4c408d917f881d5a1c2609c4_245I guess I could buy some sounds, or I
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14:05–14:07 · rev_bcccd97e4c408d917f881d5a1c2609c4_246could make the sound myself. I'm not
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14:07–14:10 · rev_bcccd97e4c408d917f881d5a1c2609c4_247really sure what the rules are. I mean,
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14:10–14:11 · rev_bcccd97e4c408d917f881d5a1c2609c4_248what if I just record an explosion sound
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14:12–14:14 · rev_bcccd97e4c408d917f881d5a1c2609c4_249off of YouTube and use that? Is that
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14:14–14:17 · rev_bcccd97e4c408d917f881d5a1c2609c4_250illegal? I don't know.
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14:18–14:21 · rev_bcccd97e4c408d917f881d5a1c2609c4_251Also, I'm not really sure what I should do
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14:24–14:26 · rev_bcccd97e4c408d917f881d5a1c2609c4_252with this gun. At the moment it's like a
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14:26–14:27 · rev_bcccd97e4c408d917f881d5a1c2609c4_253fireball. I guess I could do my
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14:27–14:31 · rev_bcccd97e4c408d917f881d5a1c2609c4_254own version of a fireball, or I
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14:31–14:34 · rev_bcccd97e4c408d917f881d5a1c2609c4_255could do a cannonball. Tanks don't really
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14:35–14:37 · rev_bcccd97e4c408d917f881d5a1c2609c4_256shoot cannonballs, do they?
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14:38–14:39 · rev_bcccd97e4c408d917f881d5a1c2609c4_257So yeah, thanks for watching and If you're
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14:43–14:47 · rev_bcccd97e4c408d917f881d5a1c2609c4_258interested to see how this game turns out,
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14:47–14:49 · rev_bcccd97e4c408d917f881d5a1c2609c4_259just subscribe to my channel. And then,
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14:50–14:51 · rev_bcccd97e4c408d917f881d5a1c2609c4_260because I keep— I'm going to keep
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14:52–14:53 · rev_bcccd97e4c408d917f881d5a1c2609c4_261uploading these videos to like document my
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14:54–14:56 · rev_bcccd97e4c408d917f881d5a1c2609c4_262progress as I journey down this path of
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14:57–15:00 · rev_bcccd97e4c408d917f881d5a1c2609c4_263iOS game development. Anyway, see you guys
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15:01–15:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_264later.
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15:04–15:04 · rev_bcccd97e4c408d917f881d5a1c2609c4_265