[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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