If you’re a developer or an enthusiast who wants to develop 2D and 3D platform games for the gamers out there, then this course is for you.
Platformers continue to remain the favorite of gamers. They involve players jumping on platforms and avoiding obstacles. In this course, we will give you a platform to start creating your own platformers.
In the first part, we will create a cross-platform C# engine that you can then use to create your own games, as well as a simple game that you can expand and improve upon. In the second part, we will focus on the C++ API of Unreal Engine. We will take you from a basic level of Unreal Engine 4 knowledge to being fluent and capable of navigating the Engine to build quality games using the C++ API. This course will help you create games which are easy to create but difficult to master.
Platforming: Create 2D and 3D Platform games provides a unique approach to learning to build platform games. We learn various techniques to build 2D and 3D games using C# and C++ API.
This course is a learner material and the curriculum is so planned to meet your learning needs. This course starts with the basics of game development that is creating 2D games using various techniques like designing, creating main scenes, creating enemies, making levels and creating other fun stuff.
Once we’ve prepared our first 2D game, we will start by more advanced game creation which is creation of 3D multiplayer platform games. We do this by creating characters and creating the main menu. We also look into the network game states for designing multiplayer games and finally we will look into the integration of our game.
By the end of the course, you’ll be ready to create your custom platform games instead of playing the boring ones out there.
About the Author
Amerigo Moscaroli is a Senior Software Developer at Mazooma Interactive.
Paul Mauviel is a freelance contract consultant specializing in virtual reality, Unreal Engine, and containerized web application technology. His most recent work is DreamDesk , which is a Virtual Reality desktop application built in Unreal Engine 4; it stands out from the competition by allowing users to view any of their open windows in VR. Paul has also worked on multiple containerized application solutions for dynamic web application hosting and deployment.
In this video, you will learn about the game loop and begin to create our game flow.
In this video, you will learn about the Farseer Physics system and implement the physics world.
In this video, we will create the main scene for our game, which will control the elements for the game.
In this video, we will create the platforms that our characters will be standing on
In this video, we will create a base character class for our player and enemies.
In this video, we will add the controls for Zippy so we can make him move.
In this video, we will add collectibles so that the player can increase their score.
In this video, we will create a custom camera that follows the player as they progress through the level.
In this video, we will add win and lose conditions to our game.
In this video, we will look at why we need a level editor and how to accomplish this.
In this video, we will update our canvas class to allow for canvas ordering and we will create a UI canvas.
In this video, we will create the UI elements we’ll need for our game.
Due to limitations both in sourcing and time, we’ve provided a set of assets for you to utilize while following along during this course.
Since we’ll be supporting multiple characters to choose from within our game, we’ll need a base character class upon which we’ll build our various characters.
Unreal Engine uses a rigid object stack for handling the various operations required during networked play. This video dismantles and explains the core components of this stack.
We want our characters to be able to collect and use various Powerups while in a networked game. This video focuses on implementing this feature.
The game we’re building will need a landing menu, a multiplayer menu, and loading screens for handling time-consuming operations.
The game we’re building will need a Host Network Game screen for willing game hosts to set the options for their game servers.
The game we’re building will need a Join Network Game screen to display the current list of available servers as well as display the various settings that the server is currently using.
Finding any hosted network games and accessing their properties to expose the information to potential players in a match list is important.
With all the network functions in place, it’s time to connect them to the menu system and activate the features.
When in game, players will need a way to monitor their current game status such as current health, coins collected and their selected powerup. Additionally, they should have access to a menu where they can choose to leave a game.
When in game, players will have access to a menu where they can monitor the progress of their fellow players within the server.
The first of our Match States, the Waiting For Players screen will allow players to select their character or join as spectator. Additionally, this screen will allow players to indicate to the host whether they’re ready to start the match.
After the Waiting For Players screen, when the host decides to start the match, all players need to be spawned into the world either as spectator or their chosen characters. Additionally, after starting the match we’ll enable a timer to keep track of our total match time.
During a match or after the match completes, the match will need to be restarted and the map reset before starting the next round.
A platformer is rather dull without enemies to overcome. We’ll implement a basic enemy that will protect a certain area. This enemy will be able to be destroyed using powerups or need to be avoided.
To finish off the core game loop, we’ll build an end goal to be placed in levels that will trigger a match complete screen.
How to integrate Steam within Unreal Engine and our multiplayer project.
Not all projects are destined for Steam nor are all developers able to get their product on the platform. This Video discusses alternatives to the Steam platform for Online functionality.
The best and fastest way to improve as a developer is to implement features without instruction. This Video presents the student with various ways to expand upon the project built throughout this Title.
Recapping the work done throughout the Title.
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