
Kick off your Godot 2d platformer course by building a working prototype, including a robust controller with double and wall jumps, tile maps, and projectile and trigger handling.
Create ground for your level with tile maps and tile sets in Godot, using 16 by 16 tiles and auto tiles with 2x2 and 3x3 bit masks.
Set up a player in Godot for a 2D platformer by creating a kinematic body 2D, adding a collision shape, and configuring an animated sprite with idol and jump animations.
master a 2d platformer jump by building a state machine with run, idle, and jump states, and connect an animation player to animate the sprite per state.
Add a follow camera in Godot by using a remote transform 2D on the player, linking camera as its target, and adjust smoothing, speed, and pixel snapping for smooth motion.
Create a two-point waypoint system for an angry pig enemy in Godot, using a kinematic body 2d, animated sprite, and separate idle and run animations.
Implement a jump attack in a 2D Godot platformer by adding a jump hurt box and hitbox, using area 2D, collision shapes, and signals to damage enemies and bounce.
Create a reusable enemy base in Godot by checking the jump hitbox owner, defining an enemy class, and implementing health and invulnerability logic to handle enemy hits and damage.
Create a shared health and get hit function in a character base class, letting player and enemies take damage and trigger a hit one shot animation that returns to idle.
Improve the Godot 2D platformer by smoothing the double jump to 0.35 seconds, duplicating the angry pig with updated waypoints, and refining collision shapes and hitboxes for reliable descent damage.
Enable one-way collision on terrain tiles and use a drop timer triggered by double-pressing down within 0.2 seconds to drop through platforms while staying on top in Godot.
Create a dynamic health UI in Godot by implementing a health bar with a texture rect, a kiwi indicator, and health updates via game manager signals.
Implement bee enemy behavior in a 2D Godot platformer by wiring idle, attack, and hit states with collision hitboxes, monitoring, and animation cues to launch a bee sting projectile.
An introductory course into game development in the Godot engine. In this course, you will learn through the example of setting up a 2D platformer, coded from scratch, and set up a working prototype that you can build from. We will create a working player controller with double jumping, wall jumping, and a bounce attack as well as two enemies that use waypoint movement and respond to area triggers. Learn how to setup projectiles as an extra way of having enemies attack your player character. For building levels out, we use the Godot tile-map system and auto-tiling for faster level building. We use gdscript as the coding language because it is very fast to test with and intuitive to write and understand similar to python. This course is meant for beginners but is code heavy as we will be writing everything ourselves. As we code, I take the time to explain every step so you can understand the logic behind making changes and not just the line of code character for character. For art assets, we prototype with Pixel Adventure 1 and 2. Links to these can be found with the first video in the course for you to use to follow along.