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  Discover the basics of Tiled, a popular map editor for game development, by creating a level.
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                      In the last video, we added gravity and
the ability to jump to our game.
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                      In this video,
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                      we're going to learn how to design
a level using a program called tiled.
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                      Tiled is a free and
open source map editor and
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                      it's one of the most popular
editors out there for 2D games.
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                      It's been used to make some well
known games like Stardew Valley,
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                      Shovel Knight, and Axian Verde.
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                      To download it, you can visit this
site called mapeditor.org and
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                      click on this green button
that says download on itch,
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                      then click on this purple
button that says Download Now.
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                      You're welcome to support
the developer by donating, but
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                      you can also click on this
link to download it for free.
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                      Find the version that matches
your operating system and
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                      click on the red Download button.
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                      Since I've already got Tiled installed,
I don't need to download it again.
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                      Once it's downloaded,
all you have to do is unzip the folder and
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                      you'll see the application.
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                      If you're on a Mac, you may want to move
the tiled app to your applications folder,
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                      so it can be found by Spotlight,
but that's an optional step.
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                      Now let's open up Tiled.
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                      At the time of recording,
the latest version of Tiled is 1.10.1.
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                      You can see that in the top right
hand corner of the screen, but
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                      your version may be different.
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                      Also, I've changed the default font
size in my Tiled to be a bit bigger,
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                      so it's easier to read.
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                      And it may be bigger than
the font size you have, but
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                      that's nothing to worry about.
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                      Okay, let's build our first level.
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                      Go ahead and click on the New Map
button on the left-hand side and
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                      you should see a window pop-up.
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                      Let's leave the three
drop-downs as they are.
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                      So orientation should be orthogonal.
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                      Tile layer format should be CSV and
tile render order should be right down.
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                      For the tile size box on the bottom right,
make sure the width
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                      is set to 128 pixels and
the height is also set to 128 pixels.
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                      This is the size of the tile in
the spritesheet_ground.png image.
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                      You can take a look at that in the images
folder under assets if you're more
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                      interested.
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                      For the bottom left
section called Map Size,
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                      let's keep the radio button on fixed and
not infinite and
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                      let's make sure the width has 30 tiles and
the height has 9 tiles.
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                      I want the first level to be twice the
width of our game screen which is 1,920,
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                      but I don't want the level to be
much taller than the screen height.
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                      Once you're done changing the settings,
press OK and
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                      you'll be taken to a different screen.
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                      If you've ever used a design
tool like Photoshop or
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                      Figma, you'll notice that
tiled has a similar layout.
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                      The middle lighter gray section is where
we're going to be placing our tiles and
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                      images to create our level.
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                      You can zoom up by pressing command and
scrolling the mouse wheel, and
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                      you can pan holding the space
bar clicking, and moving around.
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                      The squares on the grid here match
the size of the tile height and
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                      width that we set earlier.
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                      The left sidebar shows information
about a tile that's on the map.
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                      Right now, it's showing
information about the whole map.
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                      The right sidebar shows
information about the layers,
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                      which you can see at the top section.
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                      Near the bottom of the right sidebar,
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                      we can see information about
the tiles that we can use.
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                      Right now we haven't set any, but
we will later in this video and
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                      the top bar shows all the tools
that are available to us.
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                      Since this isn't a course about tiled,
I won't go through all the features in
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                      detail, but I'll talk about the ones
that we're going to use for this course.
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                      Okay, let's start by renaming the default
layer from tiled layer one to ground.
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                      You can do that by simply double-clicking
on the layer name and then typing ground.
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                      Next, let's add a Tileset.
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                      Click on the new Tileset button below
the layers section on the right sidebar.
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                      This should show a new window.
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                      Let's change the type from collection
of images to based on Tileset image and
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                      make sure embed in map is checked.
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                      If we didn't embed the Tileset in a map,
then the Tileset would be saved as
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                      a separate file which would make
things a bit more difficult to manage.
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                      Next, let's make sure the tile
width is 128 and the tile height is
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                      also 128 to match the sizes of the tiles
in the image we're going to use.
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                      Then let's click on the Browse button and
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                      locate the spreadsheet_ground.png
file in the images folder,
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                      which is in the assets folder of our game.
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                      Once you found it, press Open and
you'll see the name has been
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                      automatically filled based on the name
of the file that we're using.
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                      Let's change the name from what
it's set to ground_ tilesheet.
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                      Nice, once all that's done,
we can press OK.
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                      Now, we can see all our tiles
at the bottom right-hand side.
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                      If they look a bit better big for you,
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                      you can change the percentage value
from the drop-down that says 100%.
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                      Let's change it to something like 25%.
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                      No wait, that's a bit too small.
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                      Let's make it a bit bigger say, 50%.
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                      Okay, that works.
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                      Nice, let's select the first
tile from the second row.
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                      This is what's going to be used for
the ground for our first level.
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                      Let's hover this on the bottom left
square of our grid, then hold on
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                      to the Shift key and drag this all the way
to the bottom right square of our grid.
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                      Cool and just like that,
our level has a ground.
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                      Now I have a habit of
saving my work often, so
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                      let's save this map before
we add any more tiles.
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                      Press Cmd+S on a Mac and
Ctrl+S on Windows to save.
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                      Let's navigate to our assets data
folder and call the map level_1.
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                      Make sure it's been saved as a JSON and
not an XML.
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                      We can change that using
the drop-down at the bottom.
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                      Once that's done, press Save.
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                      And you should see on
the tab at the top left,
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                      it's been saved as
level_1.tmj instead of .json.
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                      We can change the extension later.
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                      For now, let's add some platforms to
our level for our character to jump on.
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                      To add our platforms,
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                      we're going to use three specific
tiles from our ground tile sheet.
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                      One that has rounded corners, just on
the top and bottom right-hand side.
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                      This is the title, but
in the top left hand corner,
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                      then we're going to use one that
doesn't have any rounded corners.
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                      That's the one that's currently
selected and we're also
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                      going to use one that has rounded
corners just on the left-hand side.
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                      You'll also see that on our grid,
for every ten squares,
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                      there's a thick black line.
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                      This is going to help us know what
positions to place our tiles in.
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                      Let's add a platform to the second thick
black line one square up from the ground.
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                      The game has been configured, so that
the character can jump three squares high.
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                      Let's make this platform three tiles long.
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                      And for the middle of the platform,
let's add a tile with no rounded corners.
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                      For the end of the platform,
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                      let's add a tile with rounded
corners just on the right-hand side.
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                      And for the beginning of the platform,
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                      let's add the tile with rounded
corners on the left-hand side.
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                      Let's add another platform
two squares above and
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                      two squares from the right of
the platform we just created.
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                      This platform is going
to be four tiles long.
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                      Again, the tile on the left will
be the one with rounded corners on
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                      the left-hand side.
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                      We'll have two tiles in the middle,
which will have no rounded corners and
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                      we'll have one tile on the right-hand side
which is going to have rounded corners
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                      just on the right.
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                      Then on the same height and
two squares to the right of that platform,
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                      let's add another platform that's
going to be two tiles wide.
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                      Finally, let's add one more platform which
is going to be one square wide and we're
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                      going to put that one square to the right
and one square below our latest platform.
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                      Cool, don't worry if you haven't
positioned the platforms exactly like
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                      mine, you can always remove
the ones I have suggested and
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                      add once that you want
to suit your tastes.
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                      You can easily remove a tile by
pressing the eraser button in
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                      the top tools bar and then clicking
on the tile you want to remove,
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                      and you can add a tile by
pressing on the stamp icon, and
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                      then selecting the tile you want to add.
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                      While we're here,
let's add some collectibles to our level.
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                      Let's first create a new layer by
clicking on the new layer icon and
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                      selecting an object layer
instead of a tile layer,
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                      then change the name of
this layer to collectables.
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                      The reason we are using an object
layer instead of tile layer is
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                      because tiles have to stick to the grid.
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                      We cant add tiles between the grid,
but we can with objects.
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                      Objects can go wherever we want, which
is perfect for our collectable items.
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                      Let's add a collectable
image to our tilesets.
                      10:07
                    
                    
                      First, click on the icon in the bottom
left of the tileset section.
                      10:11
                    
                    
                      Then from the drop-down, change based on
tileset image to collection of images.
                      10:15
                    
                    
                      In the name section,
give it the name of level_objects.
                      10:21
                    
                    
                      Make sure that the embed in map
checkbox is checked and press OK.
                      10:25
                    
                    
                      Next in the tileset section,
click on the level_objects tab.
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                      Then at the bottom, click on the icon
with the wrench to edit this tileset.
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                      You should be taken to a new window.
                      10:41
                    
                    
                      Then in the top toolbar,
click on the blue plus button and
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                      navigate to the coin_gold.png image in
the images folder in our assets folder.
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                      Select that and press OK.
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                      You should see the coin
appear inside our tileset.
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                      Now, save and
close this tab to go back to our level and
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                      we should see that the gold coin is inside
our tileset section in the right sidebar.
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                      Now, we can place this coin anywhere
in our level without needing to snap
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                      to the grid.
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                      Let's place ten coins all over our
level in places that it's easy for
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                      the player to get.
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                      If the coin doesn't show
it on your mouse coaster,
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                      you can click on this picture icon in
the top toolbar to get it to show.
                      11:23
                    
                    
                      If you still want to snap the coin
to the grid, you can do so
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                      by holding the command key and
selecting where you want the coin to go.
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                      I'm going to place one three
tiles from the beginning and
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                      then three tiles after that, and
then I'm going to place one on the first
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                      tile of the platform, and then above
the last tile of the first platform.
                      11:43
                    
                    
                      And then I'm going to place one in between
the first and the second platform,
                      11:48
                    
                    
                      and then I'm going to place one here above
the second tile of the second platform,
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                      and then I'm going to place one above
the last tile of the second platform.
                      11:57
                    
                    
                      And I'll also place one
in between the second and
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                      third platform, then I'll place
one above the third platform.
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                      And then finally,
I'll place one above the fourth platform.
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                      No, I'll place one at the bottom
on the ground and that's it.
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                      Of course,
you can put your coins wherever you want.
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                      And if you want to adjust the position
of a coin, you can do so by first,
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                      clicking on that coin and then clicking
on the icon with two purple shapes.
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                      This should give you some
arrows to adjust your coin.
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                      You can change the position of
your coin by moving it around and
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                      you can also change the SKU and
size of your coin.
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                      However, I wouldn't advise changing
the SKU since it could cause some issues
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                      when it comes to adding
these coins in our game.
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                      Nice and this is a great start
to our platformer level.
                      12:51
                    
                    
                      In the next video,
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                      we're going to learn how to load
this level into our game in Phaser.
                      12:56
                    
              
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