
This lecture introduces the course. By the end of this lecture you will have a clearer understanding of the course goals and objectives.
This lecture provides an overview of what you will learn in each section of the course. By the end of this course you will have a better understanding of the course structure.
This lecture introduces Section 2: The Tilemap Tool. By the end of this lecture you will have a clear understanding of this section's learning objectives.
This lecture covers sprites in Unity. By the end of this lecture you will have an understanding of what sprites are and how to use them in Unity.
This lecture covers starting the project and setting everything up for working in Unity. By the end of this lecture, you will be ready to start the hands-on learning this course provides.
This lecture covers tiles, a new concept as of Unity 2017. By the end of this lecture you will understand what sprites are and how you can use them.
This lecture covers tilemaps, a new concept as of Unity 2017. By the end of this lecture you will have an understanding of what tilemaps are and how they are used.
This lecture covers palettes, a new concept as of Unity 2017. By the end of this lecture you will have an understanding of what palettes are and the role they play in Unity 2017's new Tilemap Tool.
This lecture covers adding 2D physics to tilemaps. By the end of this lecture, you will be able to add colliders and event triggers to your game levels.
This lecture combines what we have learned in this section to create a game level using the Tilemap Tool. By the end of this lecture you will have hands-on experience using one of Unity 2017's new tools to build an engaging 2D game level.
This lecture covers how we can add lava to our 2D level. By the end of this lecture you will understand how to add lava to your 2D games.
This lecture covers adding background graphics to our scene to add depth and interest to our game environment. By the end of this lecture you will understand how to add background graphics that add depth and interest to your 2D game environments.
This lecture covers creating a Game State script that holds our variables that we want to be globally accessible. By the end of this lecture you will understand how to create a Game State script.
This lecture covers Section 2: The Tilemap Tool. By the end of this lecture you will have wrapped up section 2 and be ready to move onto section 3 of this course.
This lecture introduces Section 3: Animation and Timeline Editor tools. By the end of this lecture you will have a clearer understanding of the learning objectives of this section.
This lecture covers the animation window. By the end of this lecture, you will understand the role that the animation window plays in Unity.
This lecture covers using the animation window to create a player run animation. By the end of this lecture, you will have hands-on experience creating a 2D animation using Unity's animation window.
This lecture covers using the animation window to create a player jump animation. By the end of this lecture, you will understand how to make a player jump animation.
This lecture covers Unity's Animator Window. By the end of this lecture you will have a clear understanding of the animator window and the role that it play's in Unity's 2D animation workflow.
This lecture covers using the Animator window to setup the player character controller. By the end of this lecture you will have hands-on experience building a character controller that can be used to control a character's animation.
This lecture covers how to script player movement in Unity. By the end of this lecture you will have an understanding of how to tie character animation together using code.
This lecture is the second part of Scripting Player Movement. At the end of this lecture you will have a fully functioning character that move with the arrow keys of your keyboard.
This lecture covers scripting camera movement in Unity. By the end of this lecture you will be able to script camera movement that will make your 2D games more exciting for the player.
This lecture covers adding animated platforms to your level. By the end of this lecture you will understand how to create moving platforms that the player character can jump onto to get across parts of your 2D level.
This lecture covers using the animation window to animate enemy movement. By the end of this lecture you will have more hands-on experience using the animation window to create 2D animation in Unity.
This lecture covers how to script enemy states in Unity. By the end of this lecture you will understand how to tie an animation state machine to a gameobject through code.
This lecture covers animating 2D coins. By the end of this lecture you will understand how to animate 2D collectibles in Unity.
In this lecture, we will create a lava splash animation that will display when the player falls into the lava.
This lecture covers the Timeline Editor, a new tool in Unity 2017. By the end of this lecture you will have an understanding of the features of this tool and how it can speed up your Unity workflow.
This lecture demonstrates how we can use Unity 2017's new Timeline Editor tool to create an animated cutscene. By the end of this lecture you will have hands-on experience using the Timeline Editor tool to create a 2D animated cutscene.
This lecture summarizes section 3 of this course. By the end of this lecture you will have a clear understanding of where the knowledge of this section fits into the larger picture of 2D game development in Unity and will be ready to move onto section 4 of this course.
This lecture introduces Section 4: Unity's UI Tools. By the end of this lecture you will have a clearer understanding of the learning objectives of this section.
This lecture covers how to create a functioning splash screen for your game. By the end of this lecture you will understand how to add an engaging splash screen and start button to your game.
This lecture covers creating a game over pop-up modal for your game. By the end of this lecture you will be able to create game over modals for your games.
This lecture covers creating a you win pop-up modal for your game. By the end of this lecture you will be able to implement you win modals into your games.
In this lecture, we will add the door at the end of the level to our scene.
This lecture covers how to display extra lives on the screen using Unity's UI system. By the end of this lecture you will understand how to display extra lives on the screen.
This lecture covers how to display and update a coin count on the screen. By the end of this lecture you will understand how to create and update a coin count of the coins the player character has collected.
This lecture summarizes section 4 of this course. By the end of this lecture you will have a clear understanding of Unity's UI system and be ready to move onto section 5 of the course.
This lecture goes through the game level we have created to demonstrate the final game product.
This lecture summarizes the course.
This course teaches the new 2d tools and features of Unity 2017, including the Tilemap and Timeline Editor tools. These features are completely new to Unity and allow developers to develop 2d games quicker and more effectively. This course is geared towards beginners but is a great choice for any Unity developer looking to learn how to use Unity’s latest tools and features.
The Tilemap Tool allows users to paint sprites onto a grid to facilitate rapid and more precise prototyping and 2d level design. The Timeline Editor, powered by cinemachine, allows developers and animators to easily coordinate complex cutscenes by providing one timeline that can visually layout the animations of several game objects at once.
In this course, we will use these two core features of Unity 2017 to build a 2d platformer game level. We will build a splash screen, animated cutscene, playable third person character, artificially intelligent enemies, in-game collectibles, and a 2d level. By the end of this course you will have hands-on experience implementing all of these game features using Unity’s latest 2d tools.
The full project made in this course is attached as a resource to the course. So if you get stuck for any reason, you have both the full project as well as myself that you can reach out to for help!