
Learn 2D Game Development: Godot 4.3+ & C# From Scratch
Published 11/2024
MP4 | Video: h264, 1920×1080 | 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 ![]()
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#.

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