Godot : Beginner to Advanced - Complete Course
3.6 (243 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
15,057 students enrolled

Godot : Beginner to Advanced - Complete Course

Master the top Open Source game engine by recreating popular games and by exploring the fun features Godot has to offer.
3.6 (243 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
15,057 students enrolled
Last updated 10/2017
English
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Current price: $129.99 Original price: $199.99 Discount: 35% off
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This course includes
  • 4.5 hours on-demand video
  • 2 articles
  • 11 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Use Godot to develop games.
Course content
Expand all 32 lectures 04:19:20
+ Introduction
3 lectures 25:19

In this lecture we will talk about Godot and we will also download the engine itself.

Preview 05:20

In this lecture we will use Godot to log out a simple message - Hello World! 

It is common practice in programming that the first thing you do with a new language is to write Hello World. 

Preview 10:36

We continue where the last lecture left off, except now we display text as an Ingame message, where as previously it was displayed in the console. 

We do this using the RichTextLabel node.

Preview 09:23
+ Creating Pong in Godot!
6 lectures 48:25

In this lecture we set up our project to develop Pong. We import all needed assets and add the required nodes to our World Node.

Project set up.
05:37

In this lecture we will change the resolution of the project to be better fitting with the assets that we have.

Afterwards we will create the movement of the right player - Right Pad.

Pad Movement.
10:08

We continue with the pad movement, setting up the other player.

Pad Movement - part 2.
04:09

We add collision to the pads, making sure that they can not leave the screen

Pad Collision.
05:01

We add the ball movement, as well as colliders for the players. The ball changes direction when it hits the players or the wall. We also add logic that increases the speed of the ball each time it bounces off a player.

Ball Movement.
12:14

We finish up our game, limiting the ball speed in order to avoid collision issues. 

We also add random ball movement on the y axis once the ball has been blocked by a pad. 

Finally we add a score to keep track of who is winning the game.

Finishing Up.
11:16
+ Creating a Mario Clone in Godot.
23 lectures 03:05:35

In this lecture we create a new project, add our player sprite sheet, and set up the movement of the player. 

Setting up 2D Character Movement.
15:10

In this lecture we add a jump to our player, we also implement gravity, collision with the ground, and fix some collision issues.

Setting up the Jump and Player Collisions.
11:25

We limit the jump of the player, adding options such as double jump, single jump, or even triple jump, depending on what you want for your game. 

We also flip the character when running in a different direction.

Limiting The Jump and Flipping the Player.
06:19

In this lecture we will add logic that will animate our player. We will have different conditions for different animations, ie : Running, Jumping, Stopping and Idle. 

Animating the Player.
14:13

In this lecture we polish our animations, making sure to always play the required animation.

Polishing the Player Animations.
07:01

In this lecture we import an asset that we will use to design our first level.

Designing our First Level
09:15
Reference Level.
00:19

In this lecture we add a camera to follow the player through the stage, we also create the destroyable bricks. 

Camera Follow and Level Design
08:14

We fix the bug that caused the player to slide down when colliding with walls. 
This is easily fixed with getting the normal of the objects we collide with, if their direction is on the X axis, we disable the players velocity on the x axis.

Fixing the wall movement bug.
05:30

We use some simple Vector math to help us figure out if we hit the bricks from below and if so, we destroy them.

Destroying Bricks.
07:57

We fix a problem regarding the position of our Kinematic Body, we also create the Player Scene, so that we can instance it in different levels. 

Player Scene.
04:33

We create particle effects for the destruction of bricks. We then instantiate them to the Godot world tree whenever we hit the bricks.

Particle Effects.
11:57

In this lecture we add clouds and Pipes, we also talk about an issue we had with our code, we resolve it thanks to Groups in Godot.

Clouds, Pipes, Groups and Bug Fixes.
07:28

We add another art asset and create the power up scene.

Creating the Power Up.
05:53

We create the script that will move the Power Up.

Power Up Script.
12:02

In this lecture we fix a bug from the previous lecture and introduce a new node called Area2D, which we use to figure out if the player should pick up the power up.

Picking up The Power Up.
09:05

In this lecture we add the brick that holds the power up. This brick can be hit by the player, unlike other, destroyable bricks.

Power Up Brick.
09:34

In this lecture we fix a bug from the previous lecture and spawn the power up when we hit the brick. We also change the color of the player to reflect his power level.

Completing the Power Up Code.
09:39

We make sure that the pits will instantly kill us if we fall into them.

Falling Into Pits.
03:22

In this lecture we import the enemy sprite sheet, and add a script to move and animate him.

Creating Our First Enemy.
09:35

In this lecture we continue coding our enemy. We make sure that it faces the correct direction, then, if it comes to contact with us we do some calculations to determine if we should destroy the enemy or if it should damage us. When we destroy the enemy we replace its sprite with a sprite that reflects its sadness. 

Enemy AI.
08:38

In this lecture we add invincibility frames to our player. Making sure that when he takes damage, he can not take it for a short time again.

Invincibility Frames!
08:16
More to come!
00:09
Requirements
  • You should have a PC.
Description

In this course we will go through one of my personal favorite game engine - Godot

Godot is an open source game engine, which is pretty amazing considering just how awesome it is. 

We will go step by step through the features of Godot. Then, when we are comfortable with the engine we will start by creating some games. 
First we will create a two player game - Pong

Afterwards we will create a clone of Super Mario Brothers. You will be provided all the necessary assets such as the Character sprites, environments etc. So that you can follow along the course without any problems. 

You will learn and understand just how games work and how small details function, such as collisions and character movement. 

We will use Vector math to calculate collisions, we will create our own physics for our game, so that we have full control of the game world. 

All this, and more, will be covered in this course.

Who this course is for:
  • Anyone who wishes to learn game development.
  • Anyone who wants to learn a new and exciting engine.
  • Anyone who wants to learn programming.