
Set up Godot 4.2.1, enable Forward Plus renderer for a 2D RPG, import assets, and build a player with a circle collision shape, sprite sheet, and camera 2D.
Attach a script to the player in Godot 4.2, define speed and a Vector2 input, map UI left, right, up, down, and update velocity with move_and_slide in _physics_process.
Set up an animation player and create eight idle and move animations with keyframes and looping. Prepare to add an animation tree in the next video.
Set up an animation tree in Godot 4.2, connect it to the animation player, and build blend space 2D states for idle and move to control directional animations.
Call idle and move animations through the Godot animation tree using onready references and updating parameter playback. Adjust idle blend position and move blend position based on input movement.
Create sword animations for a 2D RPG in Godot 4.2 by building swell down, up, left, and right with keyframes while enabling a brief area 2D hitbox for the slash.
Build a finite state machine with an enum for move and swirl, integrate a 2D blend space in the animation tree, and trigger the sword animation from input actions.
Create a crate object in Godot 4.2 to slash with a sword, set up collision layers and masks, implement a hitbox with area 2D, and animate destruction in a level.
Create a global player data script in Godot to manage lives with a static variable, then deduct one life when the player enters a kill zone area 2D.
Create a canvas layer overlay in Godot 4.2 to display player lives as heart sprites. Use a sprite sheet and a for loop to render hearts according to health.
Learn to implement a 2D shader in Godot 4.2 that makes the player flash when damaged, using uniform flash color and modifier, and an area 2D hitbox with hazard group.
Create and trigger a death animation in Godot 4.2 using a 2D blend space, call it from code when health reaches zero, disable collisions, and reload the scene.
Create the background by building a tilemap from a sprite sheet with grass ground and decor, using terrain sets and auto tiles for painting, and add collision with physics layers.
Learn to add animated water in Godot 4.2 with an animated tile map on a lake layer, painting water from the tile set and adjusting frame duration.
Create a game background in Godot by placing plants with random scattering on a tile map, adding trees with collision polygons, and placing rocks using region sprites with y-sort.
Create a modular house scene in Godot 4.2 using static body 2D, sprite 2D, collision shapes, and a door with an animation player and detector area to open the house.
Create a second modular house by turning the base house into a prefab, duplicating window and door sprites, and adjusting textures and collision for varied, coherent designs.
Toggle transparency of the house and trees by creating a reusable object transparency script for static body 2D, using detector signals to modulate sprite alpha with export variables.
Create collectible coins and loot from crates in a 2D Godot setup. Spawn coins on crate hits, animate hover and collected states, and update the player coin count.
Build a 2D cave scene in Godot 4.2 with ground tiles, cave entry, interior terrain, rocks, and a door, and implement the entry that spawns the player in the cave.
Instantiate the player in a cave scene with preload and instantiate, set spawn points using onready references, and implement checkpoints and scene transitions in Godot 4.2.
Attach a script to the door scene to open the door through the detector when the player enters or by pressing a UI door input.
Create a chest and key loot system in Godot 4.2 with instanced loot, open and close animations, and key collection updating player data.
Implement a key-based door system in Godot 4.2, including key pickups, inventory updates, and unlocking the door with the A button, and fix a bug.
build an interior house in Godot 4.2 using tile sets, layers, and collision shapes, then manage player placement, camera behavior, area 2D transitions, and a door key system.
Attach a coin sprite to the player, add a coin_amount label, bind it to player data, and update the GUI as coins are collected.
Create a reusable resource gathering system by designing rock and wood item pickups with hitboxes, signals, and a global inventory and crafting system for use across projects.
Create a resource hitbox with area 2D and collision shape to destroy rocks and trees and spawn resources in Godot 4.2, with explosion visuals and rock and wood item spawns.
Create an inventory script to manage rock and wood resources. Attach items to groups, add pickups to inventory, and plan random launch directions for spawned items.
Launch resources in a random direction by computing a random vector, normalizing it, and applying a velocity for a short duration using time-based motion in Godot 4.2.
Create an in-game inventory UI in Godot 4.2 by assembling a grid container and an H box container to display rocks and wood, updating item counts as they are collected.
Access the inventory display via onready var and toggle its visible property, starting hidden, with a new input action mapping keyboard and gamepad controls.
Create a collectible hammer scene in Godot 4.2, including area 2d, sprite, animation, collision shape, and a script to grant the hammer to the player and update data.
Create armor animations for the player in Godot 4.2 by setting up the armor sprite, animation player, animation tree, and hammer state, including keyframes, blend space, and testing.
Set up the sword's collision shape, activate it through the animation tree, and copy track positions to the hammer for synchronized weapon animations.
Create a crafting statue in a 2d scene to craft a weapon or armor when resources exist, using a static crafting system that checks rock and wood from inventory.
Detect the player entering the detector area, access the crafting scene, and instantiate the hammer by spawning it at the detector’s spawn point after consuming rocks and wood.
Display the equipped weapon in the gui and switch between sword and hammer with controller input, and fix a crafting spawn bug by resetting the spawn item when exiting.
Build a dynamic dialogue system in Godot 4.2 featuring a resizable dialog box with a typewriter text effect, resource-based branching, and a scene with margin containers and a nine-patch rect.
Implement a reusable dialogue manager script in Godot 4.2 to display text at a specific position via an auto-loaded dialogue box attached to a statue or NPC for crafting dialogue.
Download and install Godot, start a new 3D project with a Forward Plus renderer, and learn the interface for scene tree, file system, and asset import from Blender.
Prototype a Godot level using CSG tools to build ground, carve holes, and shape terrain. Set up a camera, lighting, and a world environment to preview how the scene looks.
Configure the 3d player by adjusting animation settings, re-import the glb, create an inherited scene with capsule collision, attach the hat to the head bone, and add a movement script.
Implement 3D player movement in Godot 4.2 using physics process, velocity, gravity, and input; rotate with atan2, jump on floor, and drive walk/idle animations via AnimationPlayer, using move and slide.
Add background elements and fixed collision for a house and trees in a Godot 4.2 scene, using glb assets, automatic collision shapes, and a trees container to enhance realism.
Create a collectible coin in Godot 4.2 by adding an area 3D with a collision shape, wiring a body entered signal, and removing the coin on player collision.
Create a Godot 4.2 player data script to track coins and health, expose them as static members for cross-script access, and initialize values for coin collection.
Create a Godot 4.2 state machine to drive the jump animation and future sword attacks, using a player state enum and match statements to switch animations.
Create a game interface in Godot 4.2 by building a canvas layer, adding coin and life icons, and binding labels to show coins and lives.
Align the player's movement to the camera by adapting input to the camera’s rotation, enabling joystick directions to follow the camera axis. Implement a two-line fix in the player script.
Create a random enemy patrol in Godot 4.2 by generating a random direction, mapping to move states, and looping with a timer for continuous updates.
Create an enemy chase and attack behavior in Godot 4.2 using a player detector zone to trigger chase, compute direction, move toward the player, and execute stab attack animations.
Learn to implement enemy health, hitboxes, and death logic in Godot 4.2 for 2d and 3d games, using area 3d, collision layers, and groups to manage damage and dying.
In this course you will learn all the fundamentals of creating a 2D RPG similar to game like Zelda: a link to the past, Stardew Valley or Pokemon, from start to finish. I'll teach you the key concept of that genre of game, including:
Finite State Machine
Using Blend tree
Looting coin when hitting a chest
Using keys to open locked doors
Creating caves
Creating a UI system displaying the number of lifes and coins
Creating a system of resources gathering
Creating an inventory
Creating a crafting system to create a new weapon
Switching weapons by pressing a key
You can check the curriculum to learn more about the content of the course.
I'm focusing on making video that are straight to the point, giving you all the basics you need to understand key concept (while showing you how to use them) without overloading you.
Being a big fan of the Zelda series, it is a big blast for me to be able to teach you how to make a game of that genre, which is known to be quite difficult, but so rewarding and satisfying to play! At the end of this course, you will have a working RPG game prototype that you'll be able to develop, you will have learn the key concept of programming that type of game and - if you are a completely new to programming - you will have learn all the key concept of programming.
Then in the second part of this course you will learn how to create a simple 3D retro game. This is an introduction to 3D, by no mean a full blown course about how to create a full 3D game, but you will learn the following:
How to import 3D assets
Dealing with animations
Creating sword attack
Creating enemy that can patrol, chase and attack the player
Creating state machine to handle complex behavior
Collecting coin and object
Display the number of life and coin collected
And way much more. To have an overview, check the curriculum to see everything we are going to do together.
You don't need to have any prior experience, although a basic understanding of programming is a plus. I will teach you all the primary concept and explain you in details (without overloading you with no relevant concept) every line we are going to create for this game.
If all of this sounds like fun to you, enroll in this course and I'll see you in the first lecture!