Build a Platformer Game in Clickteam Fusion 2.5
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Build a Platformer Game in Clickteam Fusion 2.5

Build your own platformer game in Clickteam Fusion 2.5 from scratch in this course
Best Seller
4.5 (11 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
53 students enrolled
Created by Danny James
Last updated 8/2017
English
Current price: $10 Original price: $75 Discount: 87% off
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Includes:
  • 3 hours on-demand video
  • 1 Article
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Build your own platformer game with Clickteam Fusion 2.5
View Curriculum
Requirements
  • Clickteam Fusion 2.5 Standard
  • Clickteam Fusion 2.5 Developer
Description

Learn how to create your very own platformer game using Clickteam Fusion 2.5, an industry-standard, rapid application game development tool from Clickteam used by many Indie Game Developers and Large companies worldwide.

In this game development course you will learn a lot of cool game development concepts but will also learn how to implement these concepts into your very own platformer game using the Platform Movement Object. You will have access to the Course Forum where you can also discuss topics covered in the course and topics that aren't covered.

This course has been designed to be understandable by anyone including beginners, artists and programmers who wish to expand their knowledge of game design. This course will teach you the fundamentals of a platformer game development in Clickteam Fusion 2.5 and will help you gain a greater understanding of development.

By the end of this course you will have developed the ability to:

  • Import a Player Character and Enemies
  • Assign Movement to the Player Character
  • Assign Movement to the Enemies
  • Player dangers such as Spikes, Gaps and Moving Enemies
  • Level Design
  • Title Screen Design
  • A Basic Save and Load System

Start learning more about Game Development today with this course from OneClick Training!

Who is the target audience?
  • Anyone who wants to create a platformer game
  • Anyone who wants to learn game design
  • Anyone who wants to code their own platformer game
Compare to Other Clickteam Courses
Curriculum For This Course
32 Lectures
02:53:05
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Course Introduction
3 Lectures 08:01

A brief introduction to the Clickteam Fusion 2.5 course, the interface and the editors before we begin preparation for the platform game.

Preview 01:03

In this lecture we look at how you can download the library files for this platformer game and install them to Clickteam Fusion 2.5. We will download and install the library files, then we shall proceed to locate them through the library window.

Preview 01:48

In this lecture, we take a look at what an 'Event' is in Clickteam Fusion 2.5.

Preview 05:10
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Sprites - Player Character
4 Lectures 10:31

In this lecture we will see how you import a player character, import all the animations we will need and then ensure the hotspots are set accordingly.

Preview 03:46

In this video we will look at how simple it can be to create a new animation for our player, inside Clickteam Fusion 2.5

Preview 01:56

In this lecture we will take a look at the Player Mask. A mask for the player is an invisible 'static' object that allows us to detect collision and set the position of our player character. The player character is only there for illustrative purposes (ie: position on screen and animations). It's the invisible mask object that will control the game and detect collisions.

Player Character 'Mask' in Clickteam Fusion 2.5
03:52

Let's review what we have learnt in this section.

Section Review
00:57
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Player and Enemy Movement
5 Lectures 31:32

Also referred to as PMO, the Platform Movement Object is an extension that is required to control a player in a platformer game designed in Clickteam Fusion 2.5.

It is much, much better to use this object over the built-in Clickteam Fusion 2.5 platform movement. It gives you greater control over collisions, animations and other movement properties.

Introducing the Platform Movement Object (PMO)
03:43

In this lecture we will attach the player to the Platform Movement Object. We will setup some basic movement controls.

Assigning Player Movement and Animation
10:05

In this lecture we will 'tweak' some of the properties of the Platform Movement Object (PMO) to suit our game.

PMO - Tweaking the properties
07:38

In this lecture we will create some enemy movement. We will also create our own 'detectors' that will tell the enemy where to move to, during gameplay.

Enemy Movement
08:28

Section Review
01:38
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Level Design / HUD Design
4 Lectures 22:28

In this lecture we will take a look over how to design the first level of our platformer game in Clickteam Fusion 2.5.

Designing the first level
10:00

Let's create a camera that will follow our player

Playarea Scrolling and Camera
02:37

Let's ensure we use Layer 1 to create a parallax background effect. Layer 2 will be our game layer.

Parallax Background
03:32

Layer 3 is going to be our HUD (Heads-up display) which will contain graphics such as the score and our lives.

Designing the HUD
06:19
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Making the Magic Happen
4 Lectures 15:27

Let's add the code in Fusion 2.5 for the ability to collect coins and add to the score.

Collecting Coins
03:59

Let's work out how to collide with an enemy object and lose a life. We will also respawn the player.

Enemy Collision
04:41

In this lecture we will learn how to code in a 'Double-Jump' enabling us to jump twice for a greater height, but limit the amount of jumps we can do in one turn.

Double-Jump
03:54

In this lecture we detect the end of the level.

End of Level
02:53
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Add Some Polish...
9 Lectures 01:04:47
Adding Music and Sound Effects
06:17

In this lecture we look at how to design and implement a special 'coin collect' feature. This feature will 'whisk' the coins away once the player has collected up to the score and slowly fade away.

Add a coin collect special effect
11:15

When your game counts on the player having 'lives' we always feel the need to include an 'Extra Life' pickup. In this lecture, we will implement that.

Add an Extra Life
03:39

In this lecture we will learn how to design and implement the 'Lose Coin' special effect. This is commonly seen in platformer games, when the player collides with an enemy, rather than die immediately, he loses all his coins first giving them chance to re-collect them.

If you have no coins upon collision with an enemy, then you lose a life.

Lose Coins Effect
19:41

What is a Fastloop?
01:04

It is important to learn how to design at least a simple title screen for your game. We'll make a cool one together in this lecture and then lead off to creating another level...

Designing a Title Screen
08:43

Let's add a new level (Level 2) to our platformer game.

Adding another level
06:24

Adding a Game Over Screen and implementing it
05:36

Section Review
02:08
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Save and Load System
2 Lectures 17:46
Implementing the Save/Load System in to your game
10:20

A conclusion to this Clickteam Fusion 2.5 Game Development Course.

Conclusion
07:26
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Extra Curricular
1 Lecture 02:33

A final look over your platformer game that you have managed to create in Clickteam Fusion 2.5 and how you can further implement and use the debugger for testing new ideas.

Testing and Debugging
02:33
About the Instructor
Danny James
4.5 Average rating
32 Reviews
233 Students
3 Courses
Software Developer and VP of Special Projects at Clickteam

Teaching

I have been actively teaching Game Design, App Development, Networking and Website development since 2013. I really enjoy teaching others what I have learned over the years and it's a great feat to be able to teach based on my experience also.

For me, to be able to teach in an effective manner, I not only have to be knowledgeable about the topic I am teaching but experience is key. Bringing your experiences into the teaching equation, enables you to share these experiences, give much better advice and planning.

Extended Teaching

Since 2014, I have been teaching actively on Udemy, the ClickFusion Academy and with 1-to-1 online tutoring, mostly via Skype. It's a real enjoyable experience for me to be able to do this and I hope to continue doing it for many, many years to come.

Game / App Development

I have over 19 years experience with Windows, Software and Game Development. I have worked on numerous games for the PC, Xbox 360, Android, iOS and Flash markets. I have also been professionally developing software applications for desktop, mobile and web since 2011.

I have vast experience in not only programming, game design and development but also with server management which allows me to expand my development onto server-client applications.

Website Design / Development / Server Management

I have extensive experience in designing, building and maintaining computers networks and servers. Since 2005 I have pro-actively dealt in computer networking, designing, building and maintaining infrastructures for businesses around the UK. I also have extensive knowledge of designing and developing Server - to - Client applications.

I have been studying, designing and developing websites since 2001. I have also actively studied SEO on a weekly basis since this time and still to this day, maintain the same pro-active status. I have worked on hundreds of different web projects since 2001 and I am always working with the latest technologies to ensure my skill-set grows with it.

Technologies

I have grown with technology since 1997. Here is a brief list of technologies I have had the opportunity to work first hand with:

- Flash
- HTML5
- PHP/ASP
- Java
- Javascript
- Clickteam Fusion 2.5
- Game Guru
- FPSC

Please feel free to get in contact with me at any time.