
This video will introduce the course. By the end of this lecture you will have an understanding of the project we will build in the course as well as the learning objectives.
This video will introduce Section 2: Downloading and Installing Unity. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will go through the process of downloading and installing Unity Hub. By the end of this lecture you will have Unity Hub on your computer and be ready to download Unity in the next lecture.
In this video we will download Unity. By the end of this lecture you will have Unity up-and-running on your computer and be ready to start building our game project in it.
In this video we will create the Unity project. I will walk you step by step through the process of creating a new project in Unity.
In this video we will go over some basic UI and navigation of the Unity Editor. By the end of this lecture you will be familiar with Unity's interface and understand how to navigate the basics of this powerful game engine.
In this video we will look at an overview of the project we are going to create in this course. By the end of this lecture you will understand the game mechanics we are going to implement and be ready to jump into developing the game.
In this video we will import the art assets for the project we are going to create in this course into Unity. We will also optimize the 2D graphics and learn about some import settings we can use when working with 2D images in Unity.
This video will summarize and wrap-up Section 2: Downloading and Installing Unity. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 3: Game Design Document. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
This video will go over what a game design document is. By the end of this lecture you will understand what a game design document is and the role that it plays in the industry.
In this video we will go over the game design document that I created for the Super Smash Bros. game we will create in this course. By the end of this lecture you will have a good understanding of the project we will build and the features that will be included in the project.
This video will summarize and wrap-up Section 3: Game Design Document. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 4: Donkey Kong. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Donkey Kong will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Donkey Kong. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Donkey Kong. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Donkey Kong. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Donkey Kong. By the end of this lecture the jump logic will be finished.
In this video we will play through the Donkey Kong character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will summarize and wrap-up Section Section 4: Donkey Kong. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 5: Mario. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Mario will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Mario. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Mario. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Mario. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Mario. By the end of this lecture the jump logic will be finished.
In this video we will play through the Mario character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will summarize and wrap-up Section 5: Mario. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 6: Pikachu. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Pikachu will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Pikachu. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Pikachu. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Pikachu. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Pikachu. By the end of this lecture the jump logic will be finished.
In this video we will play through the Pikachu character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
In this video we will play through the Mario character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will introduce Section 7: Samus. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Samus will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Samus. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Samus. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Samus. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Samus. By the end of this lecture the jump logic will be finished.
In this video we will play through the Samus character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will summarize and wrap-up Section 7: Samus. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 8: Ice Climbers. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Ice Climbers will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Ice Climbers. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Ice Climbers. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Ice Climbers. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Ice Climbers. By the end of this lecture the jump logic will be finished.
In this video we will play through the Ice Climbers character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will summarize and wrap-up Section 8: Ice Climbers. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 9: Captain Falcon. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Captain Falcon will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Captain Falcon. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Captain Falcon. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Captain Falcon. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Captain Falcon. By the end of this lecture the jump logic will be finished.
In this video we will play through the Captain Falcon character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will summarize and wrap-up Section 9: Captain Falcon. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 10: Bowser. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will look at an overview of the actions Bowser will be able to perform in the game and do some component-based setup for the character in Unity's inspector tool window.
In this video we will code the C# logic for Attack 1 of Bowser. By the end of this lecture the Attack 1 logic will be finished.
In this video we will code the C# logic for Attack 2 of Bowser. By the end of this lecture the Attack 2 logic will be finished.
In this video we will code the C# logic for Attack 3 of Bowser. By the end of this lecture the Attack 3 logic will be finished.
In this video we will code the C# logic for Jump of Bowser. By the end of this lecture the jump logic will be finished.
In this video we will play through the Bowser character to see how the logic we wrote for this character in the past lectures in this section comes together to form a playable Super Smash Bros. character.
This video will summarize and wrap-up Section 10: Bowser. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This course will walk you through building an entire video game hands-on, and will take you step-by-step through the game development process.
Did you grow up playing Super Smash Bros? Are you a fan of classic Nintendo characters? Growing up, I loved playing Super Smash Bros. Melee and always wanted to know how fighting games were made. Now, I make games professionally for a living and have a deep understanding of what goes into making all types of games, including fighting games.
This course is meant to teach you how to build a full fighting game in Unity, even if you are a beginner or have never used Unity before. By the end of this course, you will have a full Super Smash Bros. style game in Unity that you built from the ground up. I will teach you how to develop and animate the following characters using the sprite sheets that I created and provide with this course: Donkey Kong, Mario, Pikachu, Samus, Ice Climbers, Captain Falcon, Bowser, Link, and Sonic.
Each character will have three attacks and be able to jump. Donkey Kong will feature his classic down smash that shakes the camera and sends enemies flying into the air. Mario will throw flaming mushroom projectiles. Pikachu will feature his classing lighting attack, zapping the opposition. Samus will have his charge beam that lets the user build up power and then release a sci-fi blast. The Ice Climbers will be able to freeze enemies and tag team their way to victory. Captain Falcon will use his Falcon Punch to blast enemies. Bowser will be able to spew fire which we will create using Unity’s particle system. Link will have the ability to fire arrows and throw bombs at enemies. Sonic will be able to turn into Super Sonic and blast enemies with energy.
This course will teach you how to create 4 way battles between these characters with a user and 3 CPU characters. Each of the 9 characters can be used by the player or the CPU. We are going to code the enemy AI from the ground up so that we can play against the computer, who will fight back and try to knock us off the stage!
As we build this course, you are going to gain a wealth of knowledge in the different areas of the Unity game engine. Some of the core game development techniques this course will teach you are:
Working with 2D graphics and sprite sheets and building character animations from them
Use the Animation and Animator components to build finite state machines that transition between player attacks
Customize the mouse cursor with custom hand graphics that let the user drag and drop indicators to select characters and point and click to choose levels.
Object-oriented C# scripting techniques for writing clean, re-usable code.
Adding a camera shake for Donkey Kong’s ground-and-pound move as well as other special effects for other characters’ move sets
Learn about the different UI components and how they can be used together to build in-game menus and selection screens that efficiently and intuitively respond to user input.
Use powerful programming techniques like Actions and Coroutines to control timing and execution of code and handle attack logic
Work with Unity’s physics system to allow for interactions between characters and the environment.
Turn your ideas into code using C# with Unity and build up a set of skills that you can use to build other fighting games and showcase them in your portfolio.
By the end of this course, you will have a full game project you developed from the ground up! You will also have some more C# tips and tricks that you can add to your arsenal. If you want to learn game development or are aspiring to build a career in the game industry, then this course is for you!