Metroidvania Toolkit: Make a 2D Action Platformer in Unity
Metroidvania Toolkit: Make a 2D Action Platformer in Unity, available at $79.99, has an average rating of 4.6, with 102 lectures, based on 238 reviews, and has 1741 subscribers.
You will learn about ****DISCOUNT AVAILABLE ON MY WEBSITE**** Computer Coding and Code Architecture Unity Game Development C# Code Theories Complete Movement Controls for 2D Platformer Object Pooling and Shooting Mechanics Data Persistency within Unity Enemy AI World Map 2D Character Rigging Inverse Kinematics 2D Animations and Keyframes Random Drops when Enemies Die Video Game Development Theories Save/Load System with Multiple Game Slots This course is ideal for individuals who are Aspiring game developers or Game developers looking to make a platformer or Programmers looking to learn about game development or Hobbyists who want to sharpen their game development and programming skills It is particularly useful for Aspiring game developers or Game developers looking to make a platformer or Programmers looking to learn about game development or Hobbyists who want to sharpen their game development and programming skills.
Enroll now: Metroidvania Toolkit: Make a 2D Action Platformer in Unity
Summary
Title: Metroidvania Toolkit: Make a 2D Action Platformer in Unity
Price: $79.99
Average Rating: 4.6
Number of Lectures: 102
Number of Published Lectures: 102
Number of Curriculum Items: 102
Number of Published Curriculum Objects: 102
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- ****DISCOUNT AVAILABLE ON MY WEBSITE****
- Computer Coding and Code Architecture
- Unity Game Development
- C# Code Theories
- Complete Movement Controls for 2D Platformer
- Object Pooling and Shooting Mechanics
- Data Persistency within Unity
- Enemy AI
- World Map
- 2D Character Rigging
- Inverse Kinematics
- 2D Animations and Keyframes
- Random Drops when Enemies Die
- Video Game Development Theories
- Save/Load System with Multiple Game Slots
Who Should Attend
- Aspiring game developers
- Game developers looking to make a platformer
- Programmers looking to learn about game development
- Hobbyists who want to sharpen their game development and programming skills
Target Audiences
- Aspiring game developers
- Game developers looking to make a platformer
- Programmers looking to learn about game development
- Hobbyists who want to sharpen their game development and programming skills
Hi! I’m Brent, I also go by I_Am_Err00r, and thanks so much for taking a look at my first course, “Metroidvania Toolkit”; I run a solo game development company Error Free Games, am currently in development making a Metroidvania style action platformer, and wanted to share some of the knowledge I have acquired in making this popular style of genre with the rest of the game dev community.
This course is for anyone who is interested in learning the ins and outs of how to create a 2D action platformer from scratch and we will be creating everything from the ground up; throughout the entire series I will take the time to explain and provide insight on how I go about coming up with solutions and we will be building up the solution from nothing which will make understanding complicated theories with code architecture and maintenance easier to comprehend for those who are new.
In this course, I will provide solutions for the following popular features:
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Horizontal Movement
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Jumping and Double/Multi-Jumping
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Wall Sliding/Wall Jumping
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Crouching
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Dash/Dodge Roll
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Grappling Hook
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Object Pooling/Weapon Projectile System
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Weapon Inventory
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Scene/Room Management
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Camera Movement
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Mini Map/World Map
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Save/Load System
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Character Ability Acquisition
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Enemy AI
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Random Drops
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Player/Enemy Health
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Data Persistency within Unity
If you’re new to coding, game design, or Unity, then the initial section I provide will get you up to speed and quickly teach you the most basic ideas behind coding as well as how to work within Unity; by the end of the initial section you will have a good understanding of what the different windows in the Unity editor do, as well as an understanding of the most basic data types that are foundational for all coding languages; before we wrap up the initial section, I will show you how to ‘build’ a game and play it as an application on your computer outside of Unity.
If you have some experience coding but struggle writing your own solutions, the rest of the series focuses specifically on how to build an entire Metroidvania style action platformer with over 80 episodes teaching you how to organically come up with solutions using the tools available with Unity out of the box; I will teach code architecture and how to maintain multiple different classes depending on what scripts are communicating with each other, and because we will build this from the ground up, this approach to teaching gives you a behind the curtains look on how these games are built and the why behind more complicated theories rather than just the how.
If you are an experienced programmer, this course will save you a ton of valuable time; depending on your experience level and rate of pay per hour, this course probably costs less than half an hour of your going rate, and will definitely get you in the right direction faster on some of the more complicated solutions.
Regardless of your skill level, this course will give you a head start on creating your very own Metroidvania style game!
Course Curriculum
Chapter 1: Introduction
Lecture 1: House Keeping/Course Overview/Unity Download and Install
Lecture 2: Unity Editor Walkthrough
Lecture 3: Introduction to Gameobjects and the Transform component
Lecture 4: Building a Level and Parent/Child Relationship with Gameobjects
Lecture 5: Introduction to Coding
Lecture 6: How Computers Read Code
Lecture 7: Writing Our First Script
Lecture 8: Reviewing the Movement Script
Lecture 9: How to Read API Documentation
Lecture 10: Bools and Conditional Checks
Lecture 11: Floats, Ints, and Trigger Colliders
Lecture 12: Setting Up UI and Discussing String References
Lecture 13: Using Vectors, Random Values, and Lights
Lecture 14: Brief Introduction to Particle System
Lecture 15: Finishing the Gameplay Loop and Building Our First Game
Chapter 2: Creating a Character with Complete Movement and Animations
Lecture 1: Setting Up the Foundation for Metroidvania Tools
Lecture 2: Solving for Basic Movement, Else Statements, and Return Methods
Lecture 3: Solving for Facing the Correct Direction and Sprinting
Lecture 4: Solving for a Jump and Introduction to Layers and Raycasts
Lecture 5: Allowing Multiple Jumps and Protecting Jumping While Falling
Lecture 6: Limiting the Jump and Fall Speeds
Lecture 7: Giving Jump More Height When Button Held
Lecture 8: How to Rig a 2D Character
Lecture 9: Setting Up IKs for Better Bone Control
Lecture 10: Introduction to Animations, Keyframes, and Tweening
Lecture 11: Using the Animator Component to Trigger Animations
Lecture 12: Blend Trees and Setting up Jump/Falling Animations
Lecture 13: Adding and Animating a Glide Ability
Lecture 14: Coroutines and the Crouching Ability
Lecture 15: Animating and Controlling the Crouch State
Lecture 16: Creating a Dash Ability
Lecture 17: Animating the Dash Ability
Lecture 18: Wall Sliding and Wall Jumping
Lecture 19: Animating and Triggering the Wall Slide
Lecture 20: Refactoring Input Into One Script
Chapter 3: Shooting Projectiles and Object Pooling
Lecture 1: Introduction to Lists and Arrays
Lecture 2: Introduction to Scriptable Objects
Lecture 3: Introduction to Object Pooling System
Lecture 4: Getting Started with the Weapon Script
Lecture 5: Instantiating Projectiles at Barrel of Gun
Lecture 6: Moving and Placing Projectiles
Lecture 7: Setting Up the Weapon Aiming Component
Lecture 8: Solving for Firing Projectiles Forward
Lecture 9: Commenting Complicated Code and Unity Inspector Tips
Lecture 10: Solving for 8 Directional Aiming
Lecture 11: Aiming at Closest Target to Player
Lecture 12: Adding Automatic Firing Capabilities to Weapon
Lecture 13: Adding More Functionality to Object Pooler
Lecture 14: Switching Weapons and Creating Second Projectile
Lecture 15: Setting Up the Grappling Hook
Lecture 16: Finishing the Grappling Hook
Chapter 4: Level and Game Management Tools
Lecture 1: Setting Up Camera Movement
Lecture 2: Finishing Camera Movement, Fixing a Bug in Dash Script
Lecture 3: Creating Platform Manager Script
Lecture 4: Creating a Falling Platform Script and Introduction to Enums
Lecture 5: One Way Platforms and On Collision Enter
Lecture 6: Creating a Ladder
Lecture 7: Setting Up Moving Platforms
Lecture 8: Custom Editor Tools for Moving Platforms
Lecture 9: Creating Wind and Water Gameobjects with Area Effectors
Lecture 10: Setting Up Level Bounds and Restricting Camera Movement
Lecture 11: Instantiating the Player into the Scene
Lecture 12: Persisting Character Direction when Instantiating
Lecture 13: Instantiating the Player into the Scene at Multiple Locations
Lecture 14: Creating a Door to Switch Scenes
Lecture 15: Creating a Fade Screen to Load Scenes
Chapter 5: Creating and Managing a World Map and Mini-Map
Lecture 1: Setting Up the Parameters for Scalable Rooms
Lecture 2: Mini Map Camera and Creating Rooms for World Map
Lecture 3: Creating a Player Indicator for Mini Map
Lecture 4: Creating Icons for Mini Map and Setting Up Camera
Lecture 5: Adding Movement to the Player Indicator
Lecture 6: Mini Map Camera Follow and Clamping
Lecture 7: Setting Up the World Map Display Toggle
Lecture 8: Moving and Positioning the Big Map
Lecture 9: Setting Up Fog of War
Lecture 10: Completing Fog of War
Chapter 6: Enemy AI
Lecture 1: Setting Up Enemy AI and Enemy Movment
Lecture 2: Turning Enemy Around on Collision and Leftward Movement
Lecture 3: Preventing Enemy from Falling and Turning Around on Holes
Lecture 4: Rotating and Moving Enemies Around Platforms
Lecture 5: Rotating and Moving Enemies Around Platforms Part 2
Lecture 6: Rotating and Moving Enemies Around Platforms Part 3
Lecture 7: Solving for Enemy Jumping
Lecture 8: Creating Flying Movement and Player Detector
Lecture 9: Setting Up Everything for Melee Attacks
Lecture 10: Setting Up Everything for Projectile Attacks
Chapter 7: Health, Damage, Pickups, Ability Acquisition, and Save/Load System
Lecture 1: Setting Up Health, Damage, and Player Invulnerability State
Lecture 2: Setting Up Projectile Damage and Random Drops
Lecture 3: Item Pickups and Creating Health Items
Lecture 4: Creating a Player Health Bar
Lecture 5: Acquiring Abilities Through Pickups
Lecture 6: Refining Player Damage and Creating an Out of Bounds System
Lecture 7: Setting Up Player Death
Instructors
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Brent Williams
Programmer/Game Designer
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 2 votes
- 3 stars: 12 votes
- 4 stars: 52 votes
- 5 stars: 171 votes
Frequently Asked Questions
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