
Learn how to add wall jumping & wall sliding to the player!
Learn to add a smooth camera that follows the player using a behavior attached to the player, not an external camera, and adjust x and y catch-up speeds for smoothness.
Flip the player horizontally based on the right key and left key in a Gdevelop setup, using a condition and activate flipping yes or no to control facing direction.
Create the fall state and falling animation in a no-code 2d platformer using an external state and transitions. Build this with a finite state machine linking idle, run, and jump.
Learn to implement wall sliding and wall jumping by adding a wall slide state, flipping the animation in Piskel, and configuring the external event and state logic.
Organize your no-code platformer events with clear comments and event groups to navigate finite state machines quickly, read triggers, and debug idle, run, jump, and fall states.
Limit movement during slashing by zeroing jump speed, current speed, and maximum speed, preventing flipping, removing stray dash events, and returning to idle when the slash animation finishes.
Create invisible hitboxes by attaching points to the player and spawning the hitbox at the slash frame; flip for the opposite direction and trigger on frame two.
Create a skeleton patrol enemy that moves left and right using the platform behavior, with walk and death animations, and two booleans (direction and death) to control movement and states.
Learn to implement back-and-forth movement for a skeleton enemy with a timed extension, resizing the sprite and setting distance, speed (300 px/s), and max time, then preview the motion.
Learn to defeat individual skeleton patrols using a slash hitbox: detect collision, set the skeleton's death boolean to true, trigger death animation, stop movement, and set depth.
Create a stationary guarding enemy that attacks when the player is close, using idle, attack, and death states managed by a finite state machine with instance state and external events.
Make the guard skeleton die on slash hit or collision. Transition from idle or smack to a death state with a death animation, and trigger player death when touched.
Create a new level with the tile map editor using all tiles, then edit the platform object's behaviors and settings to vary speed and finalize your project.
Welcome to Season 2 of The No-Code Revolution! This course will teach you how to make an Advanced 2D Platformer using the best free no-code game engine, GDevelop!
In this course you will learn:
Advanced Platformer Behaviors
Wall Jumping
Double Jumping
Dashing
Dive Dash
Smooth Camera Movement
Managing Complex Player States
Player Combat
Enemy Combat
& more!
At the end of this course, you will be an advanced game developer capable of creating complex game logic. You will also be a master of finite state machines, activating animations, GDevelop's platformer behavior, and GDevelop's tilemap system. This course explains the WHY behind every step that is taken, so you'll be ready to make your very own Platformer Game and customize it to fit your vision.
Prerequisites:
Access to a working computer (Windows 10 or 11)
An external mouse (not trackpad)
Beginner level knowledge of the GDevelop game engine
A desire to learn
Patience
This course requires you to have a beginner level knowledge of the GDevelop game engine. If you are completely new to GDevelop, enroll in The No-Code Revolution Season 1 to get your foot in the game! Season 2 of The No-Code Revolution is here, but are you ready for it?