
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.
Set up Godot and import pixel art assets for a 2d platformer by configuring 2d pixel texture defaults and adding ninja frog sprite sheets.
Create a starting scene as level one in Godot, then set the display window to 320x180 with a 1280x720 test size and disable stretching for sharp pixel art.
Enable the repeat flag on background textures, enable region tiling, and tile the background by sizing it to create a seamless level backdrop.
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.
Learn left-right movement in a Godot 2D platformer by using a capsule collision shape, reading horizontal input in _physics_process, and moving with move_and_slide.
discover how to implement gravity in a Godot 2D platformer using project settings and a singleton game settings node, with export variables for gravity and terminal velocity loaded at startup.
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 and connect an animation tree to the animation player in Godot, drive blend positions with a parameter to switch between idle and run, and flip direction based on input.
Create a three-input animation blend in Godot’s animation tree to switch between jump and fall by vertical velocity, duplicate idle to create fall, and wire y velocity to blend amount.
Add a debugging label above the player. Emit a state change via a signal to update the label text with the state's name and id.
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.
Learn to implement a double jump in a Godot 2D platformer by adding a double jump state, max jumps, and input-driven state transitions.
Learn to implement a one-shot double jump in Godot's animation tree, making the double jump animation play once with priority, using parameters to activate and deactivate it.
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.
The angry pig uses an area 2D detection zone to switch between walk and run via an animation tree and blend space, while physics layers prevent player-enemy collisions.
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.
Learn how to implement get hit and hit animations in a Godot 2D platformer, lock movement during hit, and randomly choose hit one or hit two before returning to run.
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.
Create an enemy collision hitbox using area2D, configure collision shapes and masks to detect the player, then apply damage and health management via signals and scripts.
Implement an invulnerability timer to limit damage to once per second, and apply knockback during the hit state for fair 2d platformer combat.
Implement a wall sliding state for the 2D platformer, reduce descent speed, enable a wall jump, and blend a wall slide animation with recast-based wall detection on the world layer.
Implement wall jump mechanics in Godot by adding a wall jump timer, locking base movement briefly, and directing jumps away from the wall while updating the animation tree parameters.
Test wall slide and finalize movement in Godot by refining wall jump timing, adjusting collision shape to a rectangle, and tuning gravity and speed.
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.
Constrain the follow camera with position 2D bounds (top left, bottom right) to prevent scrolling. Use a reusable camera scene and dead zone to trigger game over when player falls.
Create a bottom death zone with an Area2D and rectangle collision shape that triggers game over when the player enters, emitting a signal to the game manager.
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.
Duplicate level one to start level two, adjust the background, and create a map move area 2d with a collision shape to trigger level transitions, including level three.
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.
Learn to build a bee enemy in Godot for a 2D platformer that flies between waypoints, fires projectiles, reuses angry pig code, and adds idle, hit, and attack states.
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.
Implement projectiles in a 2d Godot platformer by instantiating a projectile, positioning at the bee, aligning rotation to the attack direction, and launching toward a target within an attack area.
Learn how to finalize bee enemies with vertical waypoint movement using multiple waypoints, test behaviors, and integrate core platformer systems like level transitions, enemies, tiles, and a health UI.
Recreate the animation player to fix inconsistent bee animations after adding a second beat; re-add idle and attack tracks with precise snaps, connect animation tree, and test in level two.
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.