
In this introductory lecture, you will have the opportunity to download the Godot game engine. Also, you will learn the basics about its IDE(integrated developer environment).
Variables in GD Script and simple calculations with them are learned in this lecture.
In this lecture, you learn about the game window by creating a label node and functional script for it.
In the lecture, you learn about tile set node and resource folder use.
After this, you will know how to add and set a button game element to your video game project.
This lecture teaches how to use signals for game elements, int command, and some coding.
After this lecture, you will know how to combine a tileset map with a flat button setting for a turn-based game board.
You will know a lot about Sprite2D, global positioning, and position setting with GD Script.
After this lecture students can code movement in a turn-based video game. Also, you will learn about Array and If conditional branch.
After this lecture, you can create code for one-step movement in the array created field of a turn-based video game.
You will be able to add an animation player node, set the texture for a sprite, and create animation for a game character.
You will know how to set animation for a game character and code it.
After a lecture, you can code pickable items for a game character.
You will know how to add canvas layer node and colored rectangle node after this lecture.
Understanding a simple Godot game design will happen after this lecture.
After a lecture, you can download and install fonts from the asset library. Also, you will learn how to set a font for a game node.
This lecture teaches how to use RichText Label and IF code branch to create some story elements in a video game.
After a lecture, you will know how to add an image to a textured button and how to set it for a game.
You will learn how to create gameplay with user function, action points, and GD Script coding.
After this lecture students will be able to independently create a game plan for a video game and understand all elements of such a plan.
You will know a lot about the progress bar node after this lecture, so you can create many interesting video game elements.
Using VBox container and buttons are explained with a goal of making an micro menu.
After a lecture you will be able to change position of a node.
After this lecture, you will be able to code the nested "IF" branch for improving gameplay.
The lecture will teach about improving coding with user function.
The lecture will teach about user function, global positioning, and the set position method.
After this lecture, you will know how to improve movement in a turn-based game.
After a lecture, you will know how to code improved movement for a turn-based video game.
The lecture explains how to create a user game window.
After this lecture, you will know how to create a random number for a game element.
In this lecture:
creating a game project and game scene,
adding game elements, and
alignment of game elements.
In this lecture:
saving scene,
setting an initial scene, and
adding prepared GD Script code.
In this lecture:
adding label node,
setting integer value, and
using an "str" command.
In this lecture:
editor menu,
adding nodes, and
working with a script.
In this lecture:
Label node properties,
visible characters, and
conditional "IF" branch.
In this lecture:
Text property,
hint property, and
setting visible control.
In this lecture:
button node signaling,
visible property, and
GD Script coding.
In this lecture:
system function,
the user create function, and
GD Script coding.
In this lecture:
setting user functions,
self modulate property, and
some GD Script coding.
In this lecture:
array for nodes,
"FOR" loop, and
a little bit of complex coding.
In this lecture:
readable coding,
commenting of functions, and
spaces for a better overview.
In this lecture:
adding game story data,
hint in button element, and
coding explanations.
In this lecture:
switch array,
"if-else" branch, and
some mumbo jumbo with coding.
In this lecture:
new GD Script file,
creating a singleton, and
setting a singleton.
In this lecture:
using singletons,
change scene method, and
coding.
In this lecture:
how to change the script,
finding coding methods in a large code, and
importance of code commenting.
In this lecture:
play & code,
accept dialog, and
some coding.
In this lecture:
creating text array,
"IF" branch and "FOR" loop combination, and
some coding.
In this lecture:
user function,
better coding, and
explanation.
In this lecture:
array for text,
user function, and
coding.
In this lecture:
array for land description,
"IF" and "FOR" combo, and
some coding.
In this lecture:
tech tree scene,
importance of commenting, and
functions explanation.
In this lecture:
adding buttons,
setting buttons, and
coding visibility.
In this lecture:
button visibility,
"IF" branch, and
some coding.
Planing is important for every project. The same is in computer games projects. In this section, you will learn about it, but if you want to continue with practical lectures and turn-based game examples go to the next section, and you can learn it later.
In this lecture:
video game planning,
time-frame manner, and
content and time.
In this lecture:
game design,
game mechanic, and
time for block one nad block n.
In this lecture:
about first block,
design, and
game mechanics and interface.
In this lecture:
reusable elements,
instancing, and
code reusability.
In this lecture:
setting a goal,
defining time, and
planing game elements.
In this lecture:
instancing a game scene in a Godot game engine,
instancing explained, and
instancing examples.
In this lecture:
GD Script,
script explanation, and
functional code.
In this lecture:
download Godot game engine,
install, and
create a new game project.
In this lecture:
game example,
about instancing, and
a little bit more theory.
In this lecture:
game plan,
level design, and
testing.
In this lecture:
questions about simplicity,
Arian scout as a game example, and
Sancho's ball as a game example.
In this lecture:
simple idea,
simple path, and
simple realization.
In this lecture:
Godot game engine,
great 2D games support, and
instancing.
This lecture teaches about canvas layer possibilities and properties for complex game elements.
The lecture show an implementation of previously learned about canvas layer in his offset property.
The lecture explains the If branch and how to create a switch for the color change, also multiple IFs and nested IF are explained.
In this lecture:
creating a 2D character with KinematicBody2D, CollisionShape2D, and animated sprite
coding movement in the process function with move_and_colide
coding animation with _set_playing()
The lecture explains how to create a 2D environment with tileset nodes, how to create and set tiles.
The lecture teaches about Area2D for collision detection and how to create a pickable game item.
In this lecture, you will learn how to instance a 2D scene to another 2D scene by coding.
In this lecture, you will learn how to create a simple quest system.
Learn how to store data about character position before changing scene and after change a game scene.
In this section of the course, students will learn a lot about 2D game physics. You will learn through one game project. The project will be ball type 2D video game. Knowledge from this section can be used to create a new game or to improve the existing one.
2D Scene creation.
In a lecture, you will see adding a CollisonShape2D to a game object.
Using of StaticBody2D is explained in this lecture.
Adding RigidBody2D( for 2D physics processes) in a game scene.
In this lecture, students will learn about constant linear and constant angular velocity.
The lecture will teach students how to set the texture for Sprite2D, and how to set CollisionShape2D for StaticBody2D.
The constant linear velocity of StaticBody2D is explained in this lecture.
In the lecture, students will learn about the constant angular velocity of the StaticBody2D. Also, students will learn to create colored 2D rectangular.
It's a promo video about the next course topics.
The student will learn how to set movement for a game object.
In this lecture, you will learn how to set game props for an initial video game stat.
This lecture teaches how to complete game elements for one playable game level.
In this lecture, game graphics are improved.
In this lecture, a student will learn how to change and set a graphics for a simple game prop.
In this lecture, students will learn about game props for the 2D game project.
In a lecture, the coding of some complex game props is explained.
Introduction from the "GD Script".
The lecture reminds you about creating a "Hello World" project in a new project and scene.
The lecture includes two code tasks.
In this lecture, you can find more tasks for practicing you GD Script knowledge.
Making a video game is not as hard as you think. And creating a game for the market as a commercial video game can be easy too. Why, because you will have the appropriate knowledge and learning tools to make it happen.
In this tutorial, you will start learning at a slow pace, with important things emphasized. And when you are encouraged with progress, learning can be intensified. The first course part (more than 30. lectures) is about video game Math, and this is also the beginning of your first video game. In every lecture, you will learn something new and important as an element of a video game.
After finishing the first course part you will have a complete and functional game level (game scene) of a turn-based video game. And this is fundamental for the next course part - a tech tree for an RPG video game. This course part ( more than 30. lectures) teaches about making an additional game scene. Game scenes will be connected and you can create RPG game-style research elements for a very interesting video game.
You can start learning from the second course part also (after section four). You will learn new things with a different educational approach. In this part, there are learning lectures, recapitulation lectures, and learning challenges. After, the course continues with a Video game plan. Theory and practice about game planning, time-content management, and practical planning for your video game project.
The course continues with the creation of various game systems for the game project like instancing a 2D game part, quest system, text info system, tech tree, etc. The additional section teaches about 2D game physics in a completely new game project about ball-type video games. The game is first created to be functional, later good graphic elements are added for potential market sale.
The section for recapitulation uses text from a "GD Script" book to remained you about basic and advanced GD Script programming concepts. In the beginning that is a "Hello World" project, but after, you will learn from games with numbers, games with letters, and 2D games.
After, you will learn how to improve 2D RPG video games. First, you will code a 2D game fog system. Next, you will create a micro menu(in-game) for interesting options to increase game play-ability. Also, you will learn about making a save system for your video game. In the section after, you can understand 2D physics with Joint2D nodes (PinJoint2D, GrooveJoint2D, and DampedSpringJoint2D).
The 3D Game development learning process starts with a 3D platformer. The game character path is generated by code, and the character is a robot with animated movement. You will learn game prototyping with 3D game assets for the game environment.
In the second 3D game learning project student will create a full 3D RPG Adventure. You will learn about MRC, NPC, game inventory system, save system, and game publishing process.
In a bonus content student can find useful articles about GDScript coding.