Learn 2D Game Development: Godot 4.3+ & C# From Scratch


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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