
Download and unzip Godot from the official site, select the forward plus renderer, create a project folder, and import assets to start a 2D isometric game in Godot.
Create a 2D isometric player in Godot 4.3 by adding a sprite, animation player, and collision areas, then fix blurry pixel art by using nearest texture filtering.
Learn to implement 2D isometric player movement in Godot 4.3 by attaching a GDScript, exporting speed, handling UI inputs, converting Cartesian to isometric movement, and moving with move_and_slide, camera setup.
Create and fine-tune the 2D isometric player's idle animation in Godot Engine 4.3 by building four directional idle clips, setting pixel art snap to 0.1, keyframing frames, and looping.
Create movement and attack animations for four directions in Godot 4.3, and implement sword collision shapes by enabling and disabling the collider at precise frames.
Create four dead direction animations (down right, down left, up left, up right) in Godot 4.3 using the animation player, and prepare an animation tree to manage them.
Create a Godot animation tree with 2D blend spaces for idle, move, and attack, set up a state machine with transitions, and drive directional sprite orientation for four directions.
Explore how to call animations through code in Godot 4.3 by wiring the animation tree to a script, setting blend positions for idle, move, and attack via input.
Create a state machine and input map to trigger sword attacks in Godot, using a current state with move, attack, and dead, plus animation transitions.
Refactor input handling to attack while moving in a 2D isometric Godot 4.3 game by creating a dedicated player_input function and separating movement from attack logic with distinct attack speed.
Create an interactive crate in Godot Engine 4.3 that can be slashed by a sword, using a static body, collision polygon, area 2D hitbox, and Y sort for proper rendering.
Create a global player health system in Godot Engine 4.3 using a static class to track life across levels. Explore how autoload singletons offer an alternative.
Create a Zelda-style life UI in Godot 4.3 using a canvas layer and a five-frame heart sprite sheet to display eight hearts per row, with red/black states as health changes.
Create a spike trap in Godot engine 4.3 by adding area 2D with a circle collision shape and an animation, then detect player entry, reduce life, and test damage.
Learn to configure partial life loss in a Godot 4.3 isometric game by exporting a damage variable on hazard objects, enabling 25, 1, or 1.5 life losses without duplicating code.
Create an isometric tile map in Godot 4.3 using the tile map layer, configure an isometric tile set with 32 by 32 tiles, and save the set for reuse.
Create and paint an isometric terrain using a terrain set and autotiling in Godot, painting with tools like pencil, line, rectangle, bucket, and eraser to auto tile and manage borders.
Create custom collision shapes for an isometric tilemap in Godot 4.3 by painting per-tile physics, using grid snap, and testing with visible collisions for precise player interaction.
Learn to create a following camera in Godot 4.3 by attaching a script to a 2D camera, referencing the player, and updating the camera position to the player's global position.
Enable and drag the camera limit in the Godot editor, set left, top, right, and bottom limit, and use the yellow line to frame the level.
Create a non-moving house as a static body 2D with a collision polygon, enable y-sort, and adjust collision masks so the player can pass behind.
Detect the player with an Area2D and collision shape, then toggle the house's transparency by adjusting modulate.a on enter and exit signals in Godot.
create interactive trees and rocks using texture region, sprite 2D, and collision shapes in Godot. implement area sensors and transparency to reveal behind the player.
Create a coin as an area 2D with a circular collision shape, a sprite and animation, and implement collection logic that plays the coin’s animation and removes it.
Display the coin total in the gui by linking a coin icon and a coin label to a static player data coin_number, converting it to a string.
Create animated water in an isometric tile map by adding a water layer, using an isometric tile set, and animating frames in Godot 4.3.
Create an enemy scene with a sprite, circle collision, an outbox, and an animation tree for move and dead states, then set up random movement in the next lecture.
Implement a random enemy patrol in a 2D isometric game in Godot Engine 4.3 by scripting diagonal movement and a timer that randomly changes direction with lerp velocity.
Implement enemy defeat and player damage in a Godot 4.3 isometric game by adding a hitbox, configuring collisions, and wiring area signals to adjust health and trigger death or rewards.
Create a 2D damage flash shader in Godot 4.3 for the player, exposing flash color and flash modifier uniforms and toggling them via code on enemy hits.
Create a coin loot system in a 2D isometric Godot 4.3 game by instantiating coins on enemy or crate death using preload, instantiate, and placing them at enemy's global position.
Create a key object in Godot 4.3 with collision, active and collected animations, and a script to detect the player and open the door in a 2D isometric game.
Create a door collider and an animation player with closed and open states; attach a label 'click e to open' and a 2d area detector for player enter and exit.
Deactivate the door's area detector during the open animation, keep the zone active for clicks, and remove the key from player data after use to prevent reuse.
Spawn the key after all enemies die by counting enemy children, instantiating the key at a spawn point, and emitting a custom signal to trigger the drop.
Create and load levels in Godot 4.3 by spawning the player at a checkpoint via area 2D triggers, a level manager, and saving/restoring the player position across scenes.
Explore enhancements for your isometric game in Godot Engine 4.3, including more enemies, weapons, inventory, bosses, saving, isometric tile maps, adaptive audio, and cutscenes.
In this course, we are going to learn how to create from scratch a 2D isometric game using Godot Engine 4.3.
This course will cover quite a lot of topics:
- Understanding how to translate Cartesian coordinate into isometric
- Creating animation that can be display in 4 direction using the AnimationTree
- Using the built-in Godot Tilemap system for isometric game
- Learning how to set up collision shape in isometric tilemap
- Learning how to set up autotile for an isometric terrain
- Understanding how the new TilemapLayer system of Godot works
- How to set up layer properly in isometric using YSort
- How to add object to our game (trees, rocks, houses, coin) that we can interact with
- How to create an enemy that can patrol through code
- Create a system of key and door
- Changing levels
- Creating checkpoints
- Learning how to create shader in Godot
- Creating animated tilemap with the new TilemapLayer in isometric
...and way much more, for that just check the curriculum of this course to see what we are going to learn.
I have tailored this course so it is easy to use, most of the video are under 10 minutes to help you learn as much as you can the concept I am teaching you without overloading you with long and heavy videos like it can be the case in many other courses.
I am providing the asset so you can use everything in this course without other cost, you just have to buy the course, download the asset and start programming for creating your future game.
This course is made for beginner in game development that want to learn how to create 2D isometric game using that fantastic open source game engine that is Godot Engine 4.3 as well as more seasoned developer that want to use their skills by learning an exigent and famously known difficult genre of video game like isometric.
I’ve been enjoying making this new course as I am fascinated by isometric game, and I hope that this course will be the right entry gate for you if you want to go deeper into that segment of programming that is rarely taught in a way that is complete and accessible for beginner programmer.
So thank you for reading this and considering buying this course, and I’ll see you in the first lecture!