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[PRO] Make Professional 2d Games with the Godot Game Engine

23h 26m 3s
English
Paid

Embark on a journey to become an accomplished game developer! With this course, you will master the art of creating your own top-down game inspired by Zelda, leveraging the power of the Free and Open Source game engine, Godot 3.0. Watch the chapters in any order! Unlike other courses, each chapter is designed to standalone, isolating and exploring one key topic.

Course Outcomes

By enrolling in this course, you will achieve the following:

  • Master the Game Creation Process: Learn the techniques used by professional game developers.
  • Discover Best Practices: Dive deep into advanced features and methods in Godot 3.0 for optimal results.
  • Comprehend 2D Game Creation: Gain insights beyond the basics to truly understand the mechanics of 2D games.
  • Apply Versatile Game Creation Techniques: Develop skills applicable to any game genre.

Course Requirements

To make the most out of this course, you should have:

  • Foundational programming skills
  • A basic understanding of GDscript

About the Author: GDQuest

GDQuest thumbnail

GDQuest is a French-origin game-development teaching brand founded by Nathan Lovato, focused almost entirely on the Godot open-source game engine. GDQuest is the largest dedicated Godot education brand and a long-running contributor to the engine's documentation and community.

The CourseFlix listing carries two GDQuest courses on Godot game development. Material is paid and aimed at game developers building 2D or 3D games with Godot rather than Unity or Unreal.

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#1: 00.intro-getting-the-most-out-of-the-course
All Course Lessons (148)
#Lesson TitleDurationAccess
1
00.intro-getting-the-most-out-of-the-course Demo
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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Frequently asked questions

What prerequisites are needed before enrolling in this course?
To fully benefit from this course, you should have foundational programming skills and a basic understanding of GDscript. These prerequisites are essential as the course delves into advanced game development techniques using the Godot 3.0 engine.
What will I be able to build by the end of the course?
By the end of the course, you will be able to build a top-down 2D game inspired by Zelda. The course covers various aspects such as character state machines, player input handling, basic attack animations, and boss phases, allowing you to create a fully functional game using Godot 3.0.
Who is the target audience for this course?
This course is designed for aspiring game developers who want to gain a deeper understanding of 2D game mechanics and the game creation process using Godot 3.0. It is suitable for those who have some programming experience and are familiar with GDscript.
How does this course compare to other game development courses?
Unlike other courses, this one allows you to watch chapters in any order, each focusing on a standalone topic. This modular approach helps in isolating and deeply exploring specific aspects of game development, such as character animations and state machines, which might not be as extensively covered in other courses.
What specific tools or platforms are used in this course?
The course focuses on using the Godot 3.0 game engine, which is a free and open-source platform. It also involves working with GDscript, the scripting language for Godot, to develop game mechanics and features.
What topics are not covered in the course?
The course does not cover 3D game development or using other game engines apart from Godot 3.0. Additionally, it assumes prior knowledge of basic programming concepts and does not cover introductory programming or GDscript basics in detail.
How much time should I expect to commit to this course?
The course consists of 148 lessons, which vary in length and complexity. Since the lessons are modular, you can pace yourself by focusing on one chapter at a time. The time commitment will depend on your prior experience with programming and game development concepts.