Develop A Vertical Shoot'em Up Game for Android and IOS
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Develop A Vertical Shoot'em Up Game for Android and IOS

Learn how to create your very own infinite vertical shooter game with Stencyl
4.1 (21 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
295 students enrolled
Created by Richard Sneyd
Last updated 4/2016
Current price: $10 Original price: $40 Discount: 75% off
30-Day Money-Back Guarantee
  • 5.5 hours on-demand video
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Import and Use Scrolling and Parallax Backgrounds
  • Create Seamless Backgrounds Yourself!
  • Import and Animate Actors for Your Games with Stencyl
  • Write Code the Easy Way with A Visual Programming Language
  • Import and Use Sound Effects and Music in Two Formats
  • Create an Entire Game!
  • Build Your Game for A Mobile Target (Android, iOS)
  • Know How to Build Your Game for Web and Desktop Targets As Well
  • Configure and Undersetand Physics Settings and the Box2D Physics Engine
View Curriculum
  • Download and Install the Latest Version of Stencyl ( Completely Free)

Ever wanted to create your own shoot'em up game, completely from scratch? Well then look now further, the course you've been looking for has arrived. Using the incredible Stencyl 2D game engine and toolset, you will complete a cross-platform, beautiful, fun, dynamic shoot'em up in just a matter of hours, and you'll learn a ridiculous amount doing it, too.

In this immensely fun and highly informative (and educational) series of lessons on the development of a 2D mobile game (Android and iOS) in the vertical shooter genre, we delve into the most important tips, tricks and cheats that the pros use to develop great games in a fraction of the time, giving you an early edge in your game development journey. Some of the key takeaways include:

  • importing, editing and implementing scrolling backgrounds
  • creating parallax effects
  • accepting and reacting to player input
  • using actors in Stencyl to create the player character, obstacles such as comets, as well flying saucers and turrets
  • programming both actor and scene behaviors to handle game events and implement game rules
  • use sound effects and music to enhance the player experience and overall immersive experience of the game
  • Be able to take everything you have learned and apply to your very own game projects!

Whether you have ambitions of becoming a professional, indie game developer, or you just want to create a cool game you can show off to your friends, the concise, structured, easy to follow format of this course caters to the learning needs of all. Join up now, it will be one of the most enjoyable learning experiences you'll ever have, and what you learn will enable you to start building your own games for mobile platforms such as Android and iOS, and even web and desktop targets (Flash, HTML5, Windows, Mac, Linux).

Who is the target audience?
  • This course is simple enough to be followed by those with no game development or programming experience. It will be most beneficial to, beginners, hobbyists, students, or professionals and programmers looking for a faster way to develop their games
Curriculum For This Course
48 Lectures
Introduction: Welcome to The Course!
5 Lectures 08:58

A brief introduction to section 1.

Preview 00:20

In this lesson we'll take a bird's eye view of what will be covered in this exciting game development training series.

Preview 03:01

Please follow these simple instructions to download and save the project files which you will need to complete the subsequent lessons.

Project Files - Download and Save

In this lesson, we'll download and install the latest version of Stencyl.

Download and Install Stencyl

In this lesson we'll set-up the stub of our shoot'em up game project in Stencyl.

Setting Up the Game Project
Scrolling Backgrounds
3 Lectures 15:07

An introduction to section 2: Scrolling Backgrounds

Preview 00:18

In this part of the tutorial series, we'll learn how to import and configure backgrounds to create scrolling and parallax effects for our game project in Stencyl.

Parallax Backgrounds

In this lesson, we'll take a closer look at the background graphics at use in the game project, and will learn how to make images seamless so that they can be used for this purpose.

Seamless Backgrounds Explained
Configuring Actors and Animations
6 Lectures 36:22

An introduction to Section 3: Configuring Actors and Animations.

Preview 00:19

Actors are arguably the single most important resource type in Stencyl -- without them, there would be no game. In this lesson, we'll learn how to import and configure actors and the animations.

Actors and Animations

All actors which we wish to perform physics operations on must have an associated collision shape to facilitate these Box2D interactions. In this lesson we'll learn about the three basic types of colliders in Stencyl.

Collision Shapes: Box, Circle and Poylgon

In this tutorial, we'll import and implement the final few actors and their respective animations for our space themed shoot'em up game.

Additional Actors and Animations

In this lesson, we'll configure the collision shapes for a last batch of actors.

More Collider Configurations

Understanding physics settings and how they effect the performance of your actors in-game is imperative if you are to become competent as a 2D indie game developer with the Stencyl and Box2D engines. In this tutorial, we'll learn how to achieve the best results, based on the purpose of each actor type.

Actor Physics Settings
Visual Programming: Let's Make Some Gameplay
6 Lectures 40:39

An introduction to Section 4: Visual Programming.

Preview 00:29

All computer games require player input to operate. In this lesson, we'll learn how to accept input from the player through the keyboard, and how to respond to that input buy moving the Player Ship actor horizontally accross the screen.

The PC Handler: Moving the Ship

The core mechanic in all shoot'em up games is firepower -- the player shoots at obstacles and enemies, and enemies fire back at the player. It's fundamental to the genre, and our shoot'em up is no different this respect. In this lesson, we'll give the player the ability to fire projectiles using the keyboard.

Firing the Ships Weapon

It is often adventageous to remove certaion types of actors -- such as comets or projectiles -- once they have left the screen. This saves on memory and computation. In this lesson, we'll learn how to do just that.

Kill on Leaving Screen (Projectile)

Thus far, our player character (the space ship) has been able to fly off the screen either to the left or to the right. This is not usually possible in shoot'em up games, for obvious reasons. In this lesson, we'll use an actor behavior to prevent the player ship actor from leaving the screen at any point during play.

Cannot Exit Screen (Player Ship)

In this lesson, we'll learn how to use logic blocks to adjust the spawn point for our player projectiles.

Refining the Projectile Spawn Point
Actor Spawning and Procedural Levels
7 Lectures 01:02:03

An introduction to Section 5: Actor Spawning and Procedural Levels.

Preview 00:33

Randomization and procedural obstacle generation (or spawning) is an essential element for the gameplay we're creating. In this lesson, we'll create code which procedurally creates comets, or meteorites, at the top of the screen at random points and with random speeds and trajecteries.

Procedural Obstacle Generation

In this lesson, we'll implement a game rule whereby large comet actors explode and die (are killed) when they collide with one another on the screen.

Comet Collisions and Explosions

In this lesson we'll continue to work on the game rules pertaining to collisions involving comet actors in our game project.

Comet Collisions Continued

In this lesson, we'll create conditions to handle collisions between projectiles and other actors, therein implementing further game mechanics and rules.

Projectile Collisions

In this lesson, we'll implement the game rules which dictates that the player dies, and is respawned, when hit by an obtacle, such as a comet or astroid.

Die When Hit By Obstacle

Power-ups reward the player and help to retain their interest by rewarding them with increased firepower when they have reached a certain point, or survived for a certain period of time within the game. In this lesson, we'll create and code the power-ups system for our shoot'em up game.

Power-ups (Extra Firepower)
Attack of The Flying Saucers
7 Lectures 01:24:58

An introduction to Section 6: Attack of the Flying Saucers.

Preview 00:34

Thus far, we have created a playable game demo with fully implemented game rules. But it lacks variety. Let's fix that by adding enemies in the form of flying saucers.

Attack of The Flying Saucers

In this video tutorial, we'll give the flying saucers automatic turrets, which rotate towards the player ship and shoot their own projectiles at set intervals.

Automatic Saucer Turrets

In this lesson, we'll do some debugging and refactoring of the code blocks for the saucers and turrets, as well as making a few improvements and modifications.

Debugging the Saucer and Turret

In this lesson, we'll some final adjustments to the spawn point for the player projectiles.

Further Projectile Spawn Refinements

It seems unfair and unbalanced, in the context of the game rules, to allow the the player to destroy the flying saucers with just one shot. Let's fix that by introducing a health and damage trackign system for the enemy actors.

UFO: Health and Damage System

In this lesson, we'll use the same principles and similar code to implement a health and damage tracking system for the player ship actor.

Player Character: Health System
Score and HUD (Heads Up Dispay)
4 Lectures 18:10

An introduction to Section 7: Score and HUD (Heads Up Display).

Preview 00:23

Stencyl allows us to draw our own fonts in an image editing application such as Photoshop or GIMP, then import and configure these for use within our games. This is a powerful and useful feature which will learn how to utilize in this lesson.

Importing Custom Bitmap Fonts

In this lesson, we'll use the drawing event and various text blocks to start drawing the Score attribute to the HUD of our game.

Drawing the Score to The HUD (Heads Up Display)

In this lesson we'll start incrementing the score attribute when the play destroys an obstacle or an enemy.

Preview 09:10
Game Audio -- SFX and Music
5 Lectures 18:14

An introduction to Section 8: SFX and Music.

Preview 00:17

In this lesson, we'll learn how to import sound effects and music as both MP3 and OGG files.

Importing SFX and Music

In this lesson we'll start looping the music for our game.

Preview 02:11

In this lesson, we'll implement the shooting sound effect and the thrust loop for our player character.

Playing Sound Effects for the PC

In this lesson we'll implement some additional sound effects.

Explosion and Bump SFX
Mobile Input and Testing (Android and iOS)
3 Lectures 21:30

In this lesson, we'll begin accepting player input on mobile devices through the accelorometer.

Mobile Input -- The Accelorometer

In this lesson, we'll allow the player to fire the ships weapon when they touch the screen.

Mobile Input - Fire When Player Touches Screen

In this lesson, we'll learn how to create a certificate for our APK, then test it in developer mode on an android device.

Testing the APK On Android Devices
Bonus Section: Adding Menu Screens (GUI)
2 Lectures 17:59

In this lesson, we'll create a start menu screen, complete with nice looking buttons.

Adding a Start Menu Screen

In this lesson, we'll create the behaviors we need to make the buttons clickable.

Navigating the GUI with Buttons
About the Instructor
Richard Sneyd
4.1 Average rating
212 Reviews
7,260 Students
8 Courses
Game Design Lecturer, Founder & CEO of CyberMyth Games

Richard Sneyd (1st Class B.A Hons.) is founder and CEO of CyberMyth Games, and administrator of CMG Academy, the no. 1 source of professional quality online training for digital art, development and design courses. In the performance of his duties within the company, he must wear many hats, including that of a programmer, designer, digital 2D & 3D artist, sound designer, scriptwriter, texture artist, leader, marketer and business man.

He is also a fully registered, qualified, and highly experienced lecturer. His speciality subjects include 3D Modelling & Animation, Computer Game Programming, 2D Image Processing, Game Design, Desktop Audio, Psychology, Consumer Behavior, Human Resources & Business Management.

Richard is enthusiastic about his work, with students and colleagues noting that he is a highly dedicated and accomplished teacher. All of his courses are characterized by a steady, incremental flow of information, and a lucid teaching style which is easy to understand and follow for all.