[PRO] Make Professional 2d Games with the Godot Game Engine
23h 26m 3s
English
Paid
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.
Read more about the course
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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