[PRO] Make Professional 2d Games with the Godot Game Engine
23h 26m 3s
English
Paid
November 6, 2024
Become a better game developer! With this course, you will learn to create your own top-down game inspired by Zelda, using the Free and Open Source game engine Godot 3.0 Watch the chapters in any order! Unlike other courses out there, each chapter isolates and explores one key topic.
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What will I learn?
- Learn the game creation process, the way the professionals do it
- Discover the best practices in Godot 3.0
- Understand how 2d game creation works with lessons that go beyond the surface
- Learn game creation techniques that apply to any genre
Requirements
- Programming foundations
- Basic understanding of GDscript
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# | Title | Duration |
---|---|---|
1 | 00.intro-getting-the-most-out-of-the-course | 06:13 |
2 | 01.import-demos-faster-with-scan | 01:06 |
3 | 02.naming-conventions | 03:03 |
4 | using-godot-3.1-breaking-changes | 09:29 |
5 | 01.intro | 05:33 |
6 | 02.importing-godot-projects | 02:08 |
7 | 03.character-base-scene | 07:58 |
8 | 04.inherited-player-scene | 06:44 |
9 | 05.character-state-machine | 12:06 |
10 | 06.player-states-setup | 11:27 |
11 | 07.input-map | 03:54 |
12 | 08.player-member-variables | 08:29 |
13 | 09.player-input-functions | 13:04 |
14 | 10.player-ground-movement | 20:53 |
15 | 11.non-playable-character | 16:17 |
16 | 12.jump-input-setup | 10:38 |
17 | 13.setting-up-jump-tween | 09:15 |
18 | 14.animate-jump-method | 08:17 |
19 | 15.jump-xy-motion | 09:39 |
20 | 16.level-and-fall-setup | 10:30 |
21 | 17.player-fall-code | 08:54 |
22 | 18.coding-the-pit | 15:39 |
23 | 19.using-breakpoints-and-wrapping-up | 06:31 |
24 | 00.intro | 00:56 |
25 | 01.basic-attack-animation | 15:40 |
26 | 02.simple-attack-sword-code | 08:38 |
27 | 03.simple-attack-connect-with-player | 11:55 |
28 | 04.health | 13:35 |
29 | 05.health-improving-code-structure | 08:49 |
30 | 06.stagger | 07:29 |
31 | 07.death | 10:25 |
32 | 08.combo-animation | 09:27 |
33 | 09.combo-code-setup | 06:07 |
34 | 10.combo-input | 08:32 |
35 | 00.temp-intro | 01:23 |
36 | 01.porcupine-fsm-overview | 06:34 |
37 | 02.porcupine-start-overview-and-target | 08:42 |
38 | 03.follow | 06:05 |
39 | 04.arrive | 08:09 |
40 | 05.roam | 08:24 |
41 | 06.avoid | 09:21 |
42 | 07.spot-and-attack | 11:43 |
43 | 08.reuse-steering-code-1 | 09:07 |
44 | 09.reuse-steering-code-2 | 06:22 |
45 | 10.when-should-we-refactor | 05:00 |
46 | 11.coding-the-mosquito | 11:15 |
47 | 12.coding-the-nest | 15:22 |
48 | 01.first-look-at-the-state-interface | 06:20 |
49 | 02.create-the-spawn-state | 09:50 |
50 | 03.create-the-roam-state | 06:36 |
51 | 04.create-the-state-machine | 12:04 |
52 | 05.code-a-state-sequence | 12:20 |
53 | 06.the-roam-sequence | 07:01 |
54 | 07.code-the-charge-sequence | 09:05 |
55 | 08.make-the-boss-charge | 13:01 |
56 | 09-make-the-boss-die! | 14:01 |
57 | 10.using-the-builtin-owner-feature | 11:49 |
58 | 11.dealing-and-taking-damage | 10:11 |
59 | 12.simpler-attack-and-hitbox-demo | 13:36 |
60 | 13.boss-phases | 06:59 |
61 | 01.intro-to-tilesets | 13:12 |
62 | 02.create-a-tileset | 11:47 |
63 | 03.autotiles | 12:04 |
64 | 04.working-with-tilemaps | 04:29 |
65 | 05.autotile-with-3-by-3-bitmask | 08:55 |
66 | 06.intro-to-tiled-map-editing | 15:36 |
67 | 07.godot-3.1-new-tileset-editor-preview | 09:18 |
68 | 01.intro-to-particles2d | 10:13 |
69 | 02.intro-to-particles-2d-2 | 09:17 |
70 | 03.charge-dust | 14:46 |
71 | 04.walk-and-run-puffs | 08:21 |
72 | 05.explosion | 12:04 |
73 | 06.rock-crumbles | 13:12 |
74 | 07.smoke-puffs | 09:04 |
75 | 08.firery-cloud | 13:21 |
76 | 09.firery-cloud-sparkles | 12:22 |
77 | 01.code-pause | 06:57 |
78 | 02.design-pause-menu | 12:06 |
79 | 03.creating-a-theme | 13:55 |
80 | 04.in-game-lifebar | 06:14 |
81 | 05.lifebar-builder | 07:19 |
82 | 06.spawn-and-connect-lifebars | 09:59 |
83 | 07.lifebar-colors | 14:47 |
84 | 08.lifebar-animation | 06:47 |
85 | 04.why-and-how-to-analyze-games | 05:26 |
86 | 05.cross-code analysis | 07:58 |
87 | 07.interview-2-emmanuel | 08:37 |
88 | 08.interview-3-fibre | 22:43 |
89 | 09.ed-atomic-interview | 08:28 |
90 | 00.project-overview | 03:52 |
91 | 01.item-base-class | 08:41 |
92 | 02.create-potion-and-sword | 08:24 |
93 | 03.item-database | 05:55 |
94 | 04.inventory-part-1 | 06:51 |
95 | 05.inventory-part-2 | 09:06 |
96 | 06.debugging-inventory | 05:57 |
97 | 07.menu-overview | 04:13 |
98 | 08.items-menu-design | 10:42 |
99 | 09.item-button | 09:50 |
100 | 10.tips-centering-items-in-containers | 03:52 |
101 | 11.item-button-code | 04:40 |
102 | 12.connecting-the-inventory-and-menu | 14:53 |
103 | 13.description-label-code | 05:43 |
104 | 14.user-select-menu | 10:50 |
105 | 15.connecting-the-two-menus | 09:23 |
106 | 16.focus-neighbours | 12:56 |
107 | 01.introduction-to-finite-state-machines | 08:41 |
108 | 02.create-the-base-state-interface | 06:40 |
109 | 03.idle-and-move-state-examples | 11:58 |
110 | 04.jump-state-class-overview | 06:16 |
111 | 05.code-the-state-machine | 11:10 |
112 | 06.hierarchical-state-machine | 10:38 |
113 | 07.going-further-with-pushdown-automata | 06:43 |
114 | 08.pushdown-automaton | 08:24 |
115 | 09.pushdown-stagger-state | 10:24 |
116 | 01-shop-and-purse | 15:01 |
117 | 02-design-shop-base-ui | 06:17 |
118 | 03-menu-base-script | 07:04 |
119 | 04-player-and-merchant-interaction | 09:58 |
120 | 05-buy-and-sell-menus-design | 11:15 |
121 | 06-opening-buy-and-sell-menus | 12:55 |
122 | 07-info-panel | 07:43 |
123 | 08-description-panel-and-fixes | 05:08 |
124 | 09-popup-design | 08:08 |
125 | 10-popup-code | 19:21 |
126 | 00.intro | 04:53 |
127 | 01.project-structure-01-final-folder-structure | 12:45 |
128 | 02.project-structure-02-demo-scene-structure | 05:49 |
129 | 03.level-loader-01.levels-and-musicplayer | 14:27 |
130 | 04.level-loader-02.game-node | 06:13 |
131 | 05.level-loader-03.final-code-overview | 05:26 |
132 | 06.save-and-load-01.save-game | 09:49 |
133 | 07.save-and-load-02.create-save-file | 06:50 |
134 | 08.save-and-load-03.load-game-from-json | 06:01 |
135 | 09.save-and-load-04.parsing-vector2 | 07:29 |
136 | 10.save-and-load-05.saving-and-loading-in-practice | 04:03 |
137 | 11.audio-01-intro-to-audio | 08:18 |
138 | 12.audio-02-intro-to-audio-buses | 10:38 |
139 | 13.audio-03-sound-options-menu | 12:08 |
140 | 14.juicing-01.camera-screenshake | 13:04 |
141 | 15.juicing-02.boss-camera-animation | 14:54 |
142 | 16.juicing-03.boss-camera-shake | 06:42 |
143 | 17.BONUS-Gui's-intro-to-debugging-tools | 14:51 |
144 | 18.outro | 02:38 |
145 | 01.attack-tutorial-1-how-to-animate-the-sword-comp | 17:10 |
146 | 02.attack-tutorial-2-how-to-animate-the-sword-comp | 14:47 |
147 | 03.tool-draw-in-viewport-comp | 14:30 |
148 | 04.camera-2d-and-grid-snapping | 14:09 |
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