Learn 2D Game Development: Godot 4.3+ & C# From Scratch
Published 11/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 17.58 GB | Duration: 38h 57m
Published 11/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 17.58 GB | Duration: 38h 57m
Master the Godot 4 Engine with C#, Build Engaging 2D Games, and Ignite Your Game Development Journey!
What you'll learn
Master Godot 4 with C#: Learn scene creation, input handling, collision detection, and more using the power of C# in the Godot 4 game engine.
Create Diverse Games: Develop Flappy Bird, Angry Birds, memory games, platformers, puzzles, space shooters, and maze escapes.
Acquire Game Dev Skills: Gain level design, animation, enemy AI, power-ups, UI design, and apply design patterns like singletons and event buses.
Explore Mechanics & Patterns: Understand parallax scrolling, physics-based gameplay, pathfinding AI, state machines, and dynamic level loading.
Requirements
Computer with Adequate Specifications: A computer capable of using the Vulkan renderer is required to work on the projects effectively - the course contains a free video to make a check!
This course assumes no prior knowledge of the C# but does assume a basic understanding of programming concepts. However, even individuals without programming experience can benefit from the course.
Description
Welcome to "Learn 2D Game Development: Godot 4.3+ & C# from Scratch" – an engaging video course designed to equip aspiring developers with the skills and knowledge needed to create incredible games and applications using the powerful and versatile C# programming language.In this comprehensive course, you'll embark on an exciting journey through a variety of projects, each carefully designed to enhance your understanding of essential programming concepts, object-oriented design, and practical problem-solving techniques. Whether you're a complete beginner or have some coding experience, this course provides a solid foundation for building games, applications, and more with C#.Throughout the course, you will:Create a Flappy Bird-style game: Discover the fundamentals of scene creation, handle user inputs, implement collision detection, and add parallax scrolling effects to enhance visual depth.Recreate the gameplay of Angry Birds: Dive into physics-based mechanics, develop projectile motion, and design levels featuring destructible environments to master the essentials of game physics and level construction.Design a memory game: Gain hands-on experience with UI-focused game development by building an intuitive and visually engaging memory game interface.Bring back the nostalgia of 80s platformers with CJ Elephant Antics: Develop intricate level designs, animate characters, and create responsive controls to build obstacle-filled stages. Learn to use Godot's built-in State Machine to design and implement an exciting end-of-level boss!Tackle puzzle game development with a Sokoban-inspired project: Learn to dynamically load levels from files, implement challenging puzzle mechanics, and apply programming design patterns to create elegant and efficient solutions.Build a fast-paced space shooter: Craft a thrilling intergalactic adventure by designing enemy AI with path-following behaviors, creating dynamic enemy waves, integrating power-up systems, and enhancing visuals with particle effects and other aesthetic touches.Develop an immersive artifact-collection escape game: Utilize 2D navigation AI to program guard behaviors, strategize player escapes, and create tension-filled gameplay moments.By the end of the course, you'll have built an impressive portfolio of C# projects that highlight your skills in both programming fundamentals and game development. You'll be ready to craft engaging gameplay experiences and advance confidently in the world of C# and game development.Enroll now and take your first step into the exciting world of C# development!
Overview
Section 1: The grand old Promo and Welcome!
Lecture 1 Hello!
Section 2: Setting up and getting help
Lecture 2 Introduction
Lecture 3 Godot Setup - Linux
Lecture 4 Godot Setup - Windows
Lecture 5 Godot Setup - MacOS
Lecture 6 Getting Help - PLEASE WATCH
Lecture 7 Pre-flight - PLEASE WATCH
Lecture 8 Resources as zips
Section 3: Getting To Know Godot with Gem Catcher
Lecture 9 Ready…
Lecture 10 01 - Introduction
Lecture 11 02 - Game Scene
Lecture 12 03 - Nodes, Classes, Instances
Lecture 13 04 - Paddle Scene
Lecture 14 05 - Global Position
Lecture 15 06 - Gem Challenge
Lecture 16 07 - Gem Challenge Solution
Lecture 17 08 - UI Features
Lecture 18 09 - Scene Life Cycle
Lecture 19 10 - Moving Paddle
Lecture 20 11 - Restricting Paddle
Lecture 21 12 - Gem Falling Challenge
Lecture 22 13 - Gem Falling Challenge Solution
Lecture 23 14 - Viewport and Tree
Lecture 24 15 - Signals
Lecture 25 16 - Signals in Code
Lecture 26 17 - Custom Signals
Lecture 27 18 - Custom Signals Challenge Solution
Lecture 28 19 - Referencing Nodes
Lecture 29 20 - Spawning A Gem
Lecture 30 21 - Spawning Gems Challenge
Lecture 31 22 - Spawning Gems Challenge Solution
Lecture 32 23 - Game Over Detection Challenge
Lecture 33 24 - Game Over Detection Challenge Solution
Lecture 34 25 - Stopping The Game
Lecture 35 26 - Keeping Score Challenge
Lecture 36 27 - Keeping Score Challenge Solution
Lecture 37 28 - Music
Lecture 38 29 - Sound Effects
Lecture 39 30 - Aspect Ratios
Lecture 40 31 - Project Files
Section 4: Introduction to C#
Lecture 41 01 - Intro
Lecture 42 02 - Creating and Running a Project
Lecture 43 03 - Variables
Lecture 44 04 - Arithmetic Operators
Lecture 45 05 - Conditionals and Comparisons
Lecture 46 06 - Conditionals Challenge
Lecture 47 07 - Conditionals Challenge Solution
Lecture 48 08 - Lists And Loops
Lecture 49 09 - Dictionaries
Lecture 50 10 - Dictionaries Challenge
Lecture 51 11 - Dictionaries Challenge Solution
Lecture 52 12 - Functions
Lecture 53 13 - Classes, Definitions and Properties
Lecture 54 14 - Classes, static and constants
Lecture 55 15 - Class Inheritance, protected, override
Lecture 56 16 - Partial Classes, Program Main
Lecture 57 16a - Singletons, this keyword
Lecture 58 17 - Attributes
Lecture 59 18 - String Formatting
Lecture 60 19 - Events and Delegates
Lecture 61 20 - Enums
Section 5: Game 1 - Tappy Plane (Flappy Bird Clone)
Lecture 62 Introduction
Lecture 63 01 - Section Goals
Lecture 64 02 - Project Setup Challenge
Lecture 65 03 - Project Setup Challenge Solution
Lecture 66 04 - Development Approach
Lecture 67 05 - Physics Nodes
Lecture 68 06 - Plane Scene
Lecture 69 07 - Plane Falling
Lecture 70 08 - Plane Flying Challenge
Lecture 71 09 - Plane Flying Challenge Solution
Lecture 72 10 - Animation Player
Lecture 73 11 - Animation Player Challenge
Lecture 74 12 - Animation Player Challenge Solution
Lecture 75 13 - Static Body Barrier
Lecture 76 14 - Pipe Scene Challenge
Lecture 77 15 - Pipe Scene Challenge Solution
Lecture 78 16 - Laser Scene Challenge
Lecture 79 17 - Laser Scene Challenge Solution
Lecture 80 18 - Pipes Scene
Lecture 81 19 - Pipes Scrolling Challenge
Lecture 82 20 - Pipes Scrolling Challenge Solution
Lecture 83 21 - Pipes Random Position
Lecture 84 22 - Pipes Spawning Challenge
Lecture 85 23 - Pipes Spawning Challenge Solution
Lecture 86 24 - Plane Hits Floor
Lecture 87 25 - Plane Signal Challenge
Lecture 88 26 - Plane Signal Challenge Solution
Lecture 89 27 - Stop The Pipes Challenge
Lecture 90 28 - Stop The Pipes Challenge Solution
Lecture 91 29 - Pipes Laser Collision
Lecture 92 30 - Main Scene And UI
Lecture 93 31 - Main Scene Challenge
Lecture 94 32 - Main Scene Challenge Solution
Lecture 95 33 - Scene Navigation
Lecture 96 34 - Scene Navigation Challenge
Lecture 97 35 - Scene Navigation Challenge Solution
Lecture 98 36 - Autoloads / Globals
Lecture 99 37 - Game Manager
Lecture 100 38 - Event Bus Pattern
Lecture 101 39 - Singleton Challenge
Lecture 102 40 - Singleton Challenge Solution
Lecture 103 41 - Pipes Stopping Challenge
Lecture 104 42 - Pipes Stopping Challenge Solution
Lecture 105 43 - Score Manager Outline
Lecture 106 44 - Score Manager Challenge
Lecture 107 45 - Score Manager Challenge Solution
Lecture 108 46 - Hud, Ui, Canvas Layers
Lecture 109 47 - Score Signal
Lecture 110 48 - Score Update Challenge
Lecture 111 49 - Score Update Challenge Solution
Lecture 112 50 - High Score Label Challenge
Lecture 113 51 - High Score Label Challenge Solution
Lecture 114 51a - High Score Persistence
Lecture 115 52 - Game Over UI Challenge
Lecture 116 53 - Game Over UI Challenge Solution
Lecture 117 54 - Intro to Parallax
Lecture 118 55 - Parallax 2D Node
Lecture 119 56 - Parallax Scene
Lecture 120 57 - Sound, Stopping Parallax
Lecture 121 58 - Simple Scene Transition
Lecture 122 59 - Complex Scene Transition
Lecture 123 60 - Summary
Section 6: Game 2 - Angry Animals (Angry Birds and Physics)
Lecture 124 Introduction
Lecture 125 01 - Section Goals
Lecture 126 02 - Project Setup Challenge
Lecture 127 03 - Project Setup Solution
Lecture 128 04 - Rigidbody2D Introduction
Lecture 129 05 - Scenes Outline
Lecture 130 06 - Animal Scene Challenge
Lecture 131 07 - Animal Scene Challenge Solution
Lecture 132 08 - Animal Scene Logic
Lecture 133 09 - Animal Scene Logic Challenge
Lecture 134 10 - Animal Scene Logic Challenge Solution
Lecture 135 11 - Animal Scene Logic Flow
Lecture 136 12 - Animal Scene Setup Challenge
Lecture 137 13 - Animal Scene Setup Challenge Solution
Lecture 138 14 - Drag Detection
Lecture 139 15 - Drag Movement
Lecture 140 16 - Release
Lecture 141 17 - Flight
Lecture 142 18 - Water Challenge
Lecture 143 19 - Water Challenge Solution
Lecture 144 20 - Animal Regen Challenge
Lecture 145 21 - Animal Regen Challenge Solution
Lecture 146 22 - Cup Scene
Lecture 147 22a - Cup Collisions Intro
Lecture 148 23 - Cup Collisions
Lecture 149 24 - Overall Flow
Lecture 150 25 - Main Scene, Score Manager Challenge
Lecture 151 26 -Main Scene, Score Manager Challenge Solution
Lecture 152 27 - Level Button Scene
Lecture 153 28 - Level Button Logic Challenge
Lecture 154 29 - Level Button Logic Challenge Solution
Lecture 155 30 - Scene Inheritence
Lecture 156 31 - Navigation Challenge
Lecture 157 32 - Navigation Challenge Solution
Lecture 158 33 - Game Ui Challenge
Lecture 159 34 - Game Ui Challenge Solution
Lecture 160 35 - Scorer Scene Logic
Lecture 161 36 - Scorer Scene Logic, Groups In Code
Lecture 162 37 - Scorer Scene Level Complete Challenge
Lecture 163 38 - Scorer Scene Level Complete Solution
Lecture 164 39 - Scorer Scene Attempts Challenge
Lecture 165 40 - Scorer Scene Attempts Solution
Lecture 166 41 - GameUi Logic Challenge
Lecture 167 41a - GameUi Logic Solution
Lecture 168 42 - Score Persistence Approach
Lecture 169 43 - Score Persistence #1
Lecture 170 44 - Score Persistence #2
Section 7: Game 3 - Memory Madness
Lecture 171 Introduction
Lecture 172 01 - Approach
Lecture 173 02 - Outline
Lecture 174 03 - Project Setup
Lecture 175 04 - Project Setup Labels
Lecture 176 05 - Master Scene
Lecture 177 06 - Custom Resources Intro
Lecture 178 07 - Custom Resources Example
Lecture 179 08 - Custom Resources Challenge
Lecture 180 09 - Custom Resources Challenge Solution
Lecture 181 10 - Image Files List Resource Setup
Lecture 182 11 - Image Files List Resource Challenge
Lecture 183 12 - Image Files List Resource Challenge Solution
Lecture 184 13 - Level Data Resources
Lecture 185 14 - Image Manager Image Load
Lecture 186 15 - Image Manager Image Functions Challenge
Lecture 187 16 - Image Manager Image Functions Challenge Solution
Lecture 188 17 - Level Button Outline
Lecture 189 18 - Level Button UI
Lecture 190 19 - Level Button Logic
Lecture 191 20 - Main Screen Layout
Lecture 192 21 - Front Sprite Intro
Lecture 193 22 - Front Sprite Tweens
Lecture 194 23 - Game Screen Layout
Lecture 195 24 - Game Screen Layout Challenge
Lecture 196 25 - Game Screen Layout Challenge Solution
Lecture 197 26 - Memory Tile Ui
Lecture 198 27 - Level Building Logic Outline
Lecture 199 28 - Level Building Logic Implementation
Lecture 200 29 - Level Building Logic Challenge
Lecture 201 30 - Level Building Logic Challenge Solution
Lecture 202 31 - Navigation Outline
Lecture 203 32 - Navigation Challenge
Lecture 204 33 - Navigation Challenge Solution
Lecture 205 34 - Scorer Logic Outline
Lecture 206 35 - Tile Logic
Lecture 207 36 - Scorer Scene
Lecture 208 37 - Scorer Logic 1
Lecture 209 38 - Scorer Logic 2
Lecture 210 39 - Tile Tweens
Lecture 211 40 - Game Over Challenge
Lecture 212 41 - Game Over Challenge Solution
Lecture 213 42 - Game Over UI Complete
Lecture 214 43 - Sound Manager
Lecture 215 44 - Updates, End Of Section
Section 8: Game 4 - Foxy Antics, the 80s Platformer!
Lecture 216 Introduction
Lecture 217 01 - Outline and goals
Lecture 218 02 - Setup Challenge
Lecture 219 03 - Setup Challenge Solution
Lecture 220 04 - Tile Map Layers
Lecture 221 05 - Player Scene
Lecture 222 06 - Player Animations
Lecture 223 07 - Player Movement
Lecture 224 08 - Player State
Lecture 225 09 - Enemy Outline
Lecture 226 10 - Base Enemy
Lecture 227 11 - Snail Visuals
Lecture 228 12 - Snail Logic
Lecture 229 13 - Frog Visuals
Lecture 230 14 - Frog Logic
Lecture 231 15 - Eagle Visuals
Lecture 232 16 - Eagle Logic
Lecture 233 17 - Bullets
Lecture 234 18 - Bullets Logic
Lecture 235 19 - Object Maker
Lecture 236 20 - Shooter Scene
Lecture 237 21 - Eagle Shoot Challenge
Lecture 238 22 - Eagle Shoot Challenge Solution
Lecture 239 23 - Explosion
Lecture 240 24 - Fruit Pickup
Lecture 241 25 - Ball Spikes Path Folllow
Lecture 242 26 - One way, Alternative Tiles
Lecture 243 27 - Player Invincible and Hurt Outline
Lecture 244 28 - Player Invincible and Hurt Challenge / Solution
Lecture 245 29 - Player Hurt
Lecture 246 30 - Player Lives
Lecture 247 31 - Hud Challenge
Lecture 248 32 - Hud Challenge Solution
Lecture 249 Hud Score And Lives
Lecture 250 34 - Boss Intro
Lecture 251 35 - Animation Trees and Determinism
Lecture 252 36 - Boss Logic
Lecture 253 37 - Checkpoint
Lecture 254 38 - Checkpoint Challenge
Lecture 255 39 - Checkpoint Challenge Solution
Lecture 256 40 - Main Scene
Lecture 257 41 - Moving Platform Approaches, PathFollow and Tween
Lecture 258 42 - Scene Navigation
Lecture 259 43 - Hud Navigation
Lecture 260 44 - Shake Cam
Lecture 261 45 - Parallax
Lecture 262 46 - Stopping Things
Lecture 263 47 - Pausing the Tree
Lecture 264 47a - Terrains (Autotiling)
Lecture 265 48 - Final thoughts and thank you
Section 9: Game 5 - Sokoban!
Lecture 266 Introduction
Lecture 267 01 - Learning Outline
Lecture 268 02 - Project Setup
Lecture 269 03 - Level Data Structure
Lecture 270 04 - Level Data Read
Lecture 271 05 - Main Scene
Lecture 272 06 - Level Button Scene
Lecture 273 07 - Main Scene Level Buttons Challenge
Lecture 274 08 - Main Scene Level Buttons Challenge Solution
Lecture 275 09 - Level and Player Scenes
Lecture 276 10 - Tile Map Layer Api
Lecture 277 11 - Building The Level
Lecture 278 12 - Placing Camera and Player
Lecture 279 13 - Level Button Navigation
Lecture 280 14 - Player Movement
Lecture 281 15 - Pushing Boxes
Lecture 282 16 - Game State
Lecture 283 17 - Game ui
Lecture 284 18 - Game Over ui
Lecture 285 19 - Completed Game
Section 10: Game 6 - Space Ace - Your challenge!
Lecture 286 Introduction
Lecture 287 01 - Introduction, this is different :D
Lecture 288 02 - Project Review
Lecture 289 03 - Ui Button Challenge
Lecture 290 04 - Ui Button Challenge Solution
Lecture 291 05 - Scenes Overview
Lecture 292 06 - Inheritance Overview
Lecture 293 07 - Player Movement
Lecture 294 08 - Player Movement Challenge
Lecture 295 09 - Player Movement Challenge Solution
Lecture 296 10 - Hit Box
Lecture 297 11 - Bullet Challenge
Lecture 298 12 - Bullet Challenge Solution
Lecture 299 13 - Bullet Movement
Lecture 300 14 - Bullet Creation Challenge
Lecture 301 15 - Bullet Creation Challenge Solution
Lecture 302 16 - PowerUp Scene
Lecture 303 17 - Power Up Challenge
Lecture 304 18 - Power Up Challenge Solution
Lecture 305 19 - Shield Challenge
Lecture 306 20 - Shield Challenge Solution
Lecture 307 21 - Player Powerup Shield
Lecture 308 22 - Explosion Challenge
Lecture 309 23 - Explosion Challenge Solution
Lecture 310 24 - Enemy Base Challenge
Lecture 311 25 - Enemy Base Challenge Solution
Lecture 312 26 - Enemy Shoots Challenge
Lecture 313 27 - Enemy Shoots Challenge Solution
Lecture 314 28 - Health Bar
Lecture 315 29 - Enemy Death Challenge
Lecture 316 30 - Enemy Death Challenge Solution
Lecture 317 31 - Power Up Spawn Challenge
Lecture 318 32 - Wave Manager Resource Challenge
Lecture 319 33 - Wave Manager Resource Challenge Solution
Lecture 320 34 - Wave Manager Scene
Lecture 321 35 - Game ui
Lecture 322 36 - Player Health Challenge
Lecture 323 37 - Player Health Challenge Solution
Lecture 324 38 - Scoring
Lecture 325 39 - Game Over
Lecture 326 40 - Saucer Intro
Lecture 327 41 - Saucer Scene
Lecture 328 42 - Saucer Manager Scene
Lecture 329 43 - Homing Missile Scene
Lecture 330 44 - Homing Missile Logic
Lecture 331 45 - Homing Missile Complete
Lecture 332 46 - Wave Manager Tweaks, Game Complete
Section 11: Game 7 - Do Not Mind me! (AI Navigation)
Lecture 333 Introduction
Lecture 334 01 -Game Outline
Lecture 335 02 - Paths and Terrains
Lecture 336 03 - Navigation 2D Outline
Lecture 337 04 - Navigation 2D implementation
Lecture 338 05 - Navigation Obstacles
Lecture 339 06 - Navigation Links
Lecture 340 07 - Tileset Navigation
Lecture 341 08 - Patrolling
Lecture 342 09 - Detecting
Lecture 343 10 - Field Of View
Lecture 344 11 - Chasing Searching
Lecture 345 12 - NPC Visuals
Lecture 346 13 - Bullet
Lecture 347 14 - NPC Shoot Challenge
Lecture 348 15 - NPC Shoot Challenge Solution
Lecture 349 16 - Pick Up Scene
Lecture 350 17- Exit Scene
Lecture 351 18 - Counting Pickups
Lecture 352 19 - Game Over Logic
Lecture 353 20 - Collision With Npc
Lecture 354 21 - Variable FOV and Speed
Lecture 355 22 - Avoidance, final map
Section 12: Deployment
Lecture 356 01 - Coming Soon
This course is designed for aspiring game developers who are interested in 2D game development using the C#.,Beginners: Individuals with little to no prior experience in game development or programming, who are eager to learn the foundations of 2D game development and start building their own games.,Hobbyists: Game enthusiasts who want to turn their passion into practical skills. This course provides a structured learning path to enhance their game development abilities and create engaging 2D games.,Self-taught Developers: Individuals who have already dabbled in game development or programming on their own and want to strengthen their skills, learn best practices, and deepen their understanding of the Godot 4 and C#.