Building Games with Scratch 2.0
4.8 (17 ratings)
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Building Games with Scratch 2.0

Develop fun and engaging games using Scratch 2.0
4.8 (17 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.
133 students enrolled
Created by Packt Publishing
Last updated 8/2015
Current price: $10 Original price: $85 Discount: 88% off
5 hours left at this price!
30-Day Money-Back Guarantee
  • 2.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Create and control objects for your game, and write the code for these objects using code blocks
  • Make in-game objects interact with each other, such as shooting, eating, bouncing, breaking, and much more
  • Create artwork by importing graphics, using your webcam, or using the in-game graphic editors
  • Implement score and health attributes for your game/characters
  • Ramp up the difficulty in a game by carefully introducing new threats in order to keep the game interesting for the player
  • Learn animation tricks that will give a bouncing ball more convincing weight, or synchronize an animated character’s mouth with recorded speech
  • Develop your skill at fundamental computer programming concepts, such as if-then loops, iteration, and debugging
  • Share your games with your friends
View Curriculum
  • A comprehensive and easy-to-understand set of videos that demonstrate the best practices of game development and designing by showing you how to create five engaging games using Scratch 2.0.

This video course shows you how to design and build several short games, then code and debug them, and finally publish and share them with the world. This course is a beginner’s guide to learning the basics of computer science and creating your own engaging and interactive games.

You will learn how to make a character respond to input from your computer keyboard, and how to get onscreen objects to interact with each other in increasingly complex ways. Along the way, you will create more visual variety, more interactive possibilities, and have more fun.

Following on from this, you’ll learn how to create a simple catch-and-avoid game, a ball-and-paddle “Breakout” game, a base-defence game, a point-and-click “escape the room” adventure game, and a maze game. You’ll learn to upload or create the artwork, how to control an onscreen object with a mouse, keyboard, or even by waving your hand in front of a webcam. We’ll also cover how to create some animation tricks, such as making a falling ball squish when it hits the floor, and making a character’s mouth move in synch with your own voice. Along the way, you’ll learn important computer science principles, such as if-then loops, iterative design, object-oriented programming, and debugging strategies.

Whether you are looking for a gentle introduction to computer science, a first step towards learning about the profession of computer programming, or you just want to have fun making games, this video course is here to help you at every step of the way.

About the Author

Dennis G. Jerz, who holds a Ph.D. from the University of Toronto, is a new media practitioner and digital humanities scholar. He has maintained “Jerz’s Literacy Weblog” since 1999. He is an associate professor in the Humanities Division at Seton Hill University, a small liberal arts school near Pittsburgh. He teaches courses in game studies, digital storytelling, new media, journalism, literature, and writing. His professional publications include a study of the Fortran source code for William Crowther’s original “Colossal Cave Adventure” (thought to be lost for 30 years) and a computer simulation of the York Corpus Christi Cycle (a 20-hour medieval religious pageant). He also edited The Inform Beginner’s Guide, a guide to the programming language Inform 6. He has published papers on the history of blogs, teaching with weblogs, and theatrical representations of technology in American literature.

Who is the target audience?
  • Whether you are new to programming and want a gentle introduction to programming, an educator who is interested in teaching with Scratch 2.0, or someone who wants to make and share fun games and animations, this course is for you. This video tutorial provides you with careful, step-by-step instructions that will unlock the power of your imagination.
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Curriculum For This Course
29 Lectures
Scratch 2.0 - What It Is
4 Lectures 28:38

Get started by making fun games and multimedia projects. Even if you've never coded before, you'll love what you can create and share with Scratch.

Getting Started: What It Is

Start customizing your Scratch project by making an animated character print out a message and then by controlling the character with the keyboard. Along the way, you'll begin to appreciate how the Scratch programming environment encourages exploration and discovery.

Animating and Controlling a Sprite with the Keyboard

What's a game without a goal? Add treasures to collect and threats to avoid.

Adding Treasures to Collect and Threats to Avoid

Publishing your work on the Scratch website makes you part of a community. Find projects to remix and build on, and share your own work with other Scratchers.

Publishing Your Work on the Scratch Website
5 Lectures 25:03

Scratch comes with dozens of useful graphics that you can use as a starting point. We'll import the image of a ball from the library, and add a behavior to it.

Preview 05:05

In a paddle-based arcade game, we expect certain things. The ball should bounce off the paddle, and missing the ball should make something bad happen. Here's where our project starts to look like a game.

Implementing Ball Interactions with Paddle

Bouncing a ball on an empty screen isn't fun for long. In this section, we'll give the player targets.

A Brick That Vanishes When Hit by the Ball

It's tedious to create individual items and arrange them on the playing field. We can automate the process using the "Clone" and “Repeat” blocks.

Creating a Wall of Bricks with Cloning

We'll keep score, and end the game with an appropriate message when the playing field is clear.

Adding a "Win Game" State
Catch and Avoid
5 Lectures 22:23

To build a catch and avoid game, we need to start with controlling the player. If you have completed section 1, you'll end up with the start of a catch and avoid game, so some part of the next few minutes will be a review.

Controlling a Character with the Keyboard

Now that we can control the horizontal position of our character, we need to provide the player with a reason to move around. We'll add a treasure to collect and a threat to avoid.

Adding Falling Treasures and Threats

Now that we have the most important parts of the game working, we need to keep a track of their interaction in order to create rewards and penalties. For instance, you win the game after collecting ten fruits, but you die if you touch ten donuts.

Implementing the Score and Health

Visually, our game is a little monotonous - the same apple and donut, over and over again. There's a very simple way to add variety -- reskin our sprites with different costumes.

Reskinning Sprites

The game works, but how can we make it more engaging for the user? Switching to a mouse makes the game easier to win but less fun to play; controlling the avatar by gesturing in front of a webcam makes the game harder to play, but engages the player's whole body.

Preview 04:04
Escape the Room
5 Lectures 20:48

So far, we've created games that use a single backdrop. However, Scratch offers some fairly robust tools to work with different backdrops. In this video, we'll use our laptop's webcam to import photos, which we'll use as the basis for a simple locked door puzzle.

Preview 01:55

We have photos of three different game states. Now, we need to start working on making clickable objects that we can overlay on these photos so that we can trigger events within the game.

Creating a Clickable Hotspot

Now, we have clickable hotspots that can pop up a message and change the game world. However, right now, we can escape the room in one click - hardly a challenge. Let's make a locked door puzzle. We'll use more if-then statements with true-false questions in order to trap our player until he or she wins the game. This is easier than it sounds.

Linking Objects and Events to Create a Puzzle

We've added a locked door puzzle that works. But so far, we've only used the word “key” in the text messages that the player reads. Let's make a key object, so the player gets some visual feedback.

Creating an Inventory and Winning Game State

We've achieved the motive of escaping the room, but we can't just end the game yet. Let's create another state where we give the player the satisfaction of accomplishment.

Resetting All Objects for a New Level
Base Defense Game
5 Lectures 29:52

The basic idea - fire something at the incoming targets - is fairly simple. You could protect your picnic basket from ants or be a politician throwing money at incoming political problems. We will defend the earth against hostile rocket ships. Let's create sprites for the player to interact with.

Creating a Home Base and Projectiles

We'll start with fairly large, fairly slow invaders.

Creating Inbound Targets

The mechanics of the game work, but we need to keep track of the game state so that the player feels more involved.

Preview 03:18

Our game works, but it's very easy. We'll use cloning and decrease the interval between enemy spawning in order to increase the difficulty level.

Increasing the Difficulty

Now that our base defense game works, we can re-use the mechanics with just about any graphics.

Reskinning the Sprites for Visual Variety
Maze Game - Building, Polishing, and Publishing with Scratch 2.0
5 Lectures 35:53

So far, the games we've built work, but they’re rough. A first-time player would have no idea how to play. We’ll start this video by creating the artwork for a simple maze game, which we'll implement and polish over the next few videos.

Creating Artwork

We have the main pieces of the game; now let's add the code to make them work together.

Coding the Gameplay for Level 1

A good game will get a little more complex as it progresses. In this video, we'll implement walls that will kill the player if touched.

Creating a Deathwall for Level 2

We'll ramp up the stakes a bit - this time, with a moving deathsquiggle level. This means that we will have assets to show and hide based on what level is active.

Creating a Deathsquiggle Threat for Level 3 and 4

We’re in the home stretch. Let’s create two different endings for the game – lose and win – and let’s code them. Then, let’s publish our game to the Scratch community and beyond.

Preview 04:53
About the Instructor
Packt Publishing
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Tech Knowledge in Motion

Packt has been committed to developer learning since 2004. A lot has changed in software since then - but Packt has remained responsive to these changes, continuing to look forward at the trends and tools defining the way we work and live. And how to put them to work.

With an extensive library of content - more than 4000 books and video courses -Packt's mission is to help developers stay relevant in a rapidly changing world. From new web frameworks and programming languages, to cutting edge data analytics, and DevOps, Packt takes software professionals in every field to what's important to them now.

From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.

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