Create Games With C# & WinForms (step by step for beginners)
Create Games With C# & WinForms (step by step for beginners), available at $59.99, has an average rating of 4.65, with 116 lectures, based on 62 reviews, and has 2567 subscribers.
You will learn about You will gain a good grasp of 2D coordinate system You will be able to manipulate and work with 2D arrays You will understand how 2D arrays relate to 2D world You will be able to create a basic path finding algorithm using loops and recursion You wil understand how to draw objects You will be able to create a game loop based on Timer tick You will be able to simulate a simple animation Tou will be ready to tacke more complex games This course is ideal for individuals who are C# enthusiasts who want to make the jump into game programming or Self Taught programmers or students or Students who like hands on approach to learning or Students who like detailed explanation of every line of code It is particularly useful for C# enthusiasts who want to make the jump into game programming or Self Taught programmers or students or Students who like hands on approach to learning or Students who like detailed explanation of every line of code.
Enroll now: Create Games With C# & WinForms (step by step for beginners)
Summary
Title: Create Games With C# & WinForms (step by step for beginners)
Price: $59.99
Average Rating: 4.65
Number of Lectures: 116
Number of Published Lectures: 116
Number of Curriculum Items: 116
Number of Published Curriculum Objects: 116
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- You will gain a good grasp of 2D coordinate system
- You will be able to manipulate and work with 2D arrays
- You will understand how 2D arrays relate to 2D world
- You will be able to create a basic path finding algorithm using loops and recursion
- You wil understand how to draw objects
- You will be able to create a game loop based on Timer tick
- You will be able to simulate a simple animation
- Tou will be ready to tacke more complex games
Who Should Attend
- C# enthusiasts who want to make the jump into game programming
- Self Taught programmers or students
- Students who like hands on approach to learning
- Students who like detailed explanation of every line of code
Target Audiences
- C# enthusiasts who want to make the jump into game programming
- Self Taught programmers or students
- Students who like hands on approach to learning
- Students who like detailed explanation of every line of code
Do you know basic C# concepts, and know your way around loops, conditional statements, arrays, and very basics of object oriented programming, but never really had a chance to incorporate any of it into a game project?. If that describes you, then this is a course for you.
Full disclosure: we won’t be creating any earth shattering games. What we ARE going to be doing is LEARNING how to use with C# in game projects, and how to THINK like a game programmer. All games will use Winforms (Windows Forms) as the game board.
The goal of this course is three fold
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First, is to show you how things work
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Second, help you understand how things work under the hood.
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And third, to drill the basics so that they become a second nature to you.
This course concentrates solely on creating game logic and algorithms in C#.
We will use Windows Forms as the game board and we’ll use events to code the application logic to. This way, we won’t get distracted with million other little things that come into play when you try to learn the game programming and a framework such as Unity at the same time. Like I said, the goal here is to LEARN the basics, and to RETAIN the knowledge. What good is it for a beginner to game programming to watch someone build a complex game when three quarter of the stuff presented goes right over your head? Not in this course.
If you go through this course, and if you code along, I am absolutely sure that at the end, you will have great foundation to build on, and you will be able to move to more sofisticated applications and coding styles.
The course consists of four games, and more will be added later if there’s enough interest.
The first is a Hungry Snake game.
It’s a great game to use to learn basics of drawing on the board, dynamic animated movement, collision, score keeping, dynamic changes to the game, key press events and more. You’ll be surprised how little code is needed, yet at the same time, how much of all the mentioned concepts you will understand at the end of this section.
Second is a Bubble Breaker game.
We’ll get into details of defining a path for a selection triggered by a player’s mouse click. I will show you both loop and recursive solution. We’ll learn how to draw bubbles and paint them using gradient colors. You’ll understand how 2D arrays relate to 2D x and y coordinates. We’ll go into details of Graphics class of C#. We will make the game dynamic and allow for variety of bubble sizes and number of bubbles on the form. We will learn more about mouse events and how to branch the game logic based on user clicks. We will enhance the game with keeping the historical scores in a text file and allowing player to enter his/her score into the file. And in the process, you will not only learn game programming, but become a master of arrays, loops, and Enums.
Third is Pong game. (added June 2018)
A simple game that everyone is familiar with. But, we will go deeper, and I will show – and explain – how to move objects on the form, how to change direction of the movement upon detecting a collision, how to manipulate the speed of an object, how to generate new objects and keep track of their position in real time and much more!
Third is Brick Breaker (Arkanoid clone) game. (added August 2018)
A classic game with a little twist. Our version of the game features randomly placed bricks of random colors and sizes. We will also bounce the ball off the paddle based on what part of the paddle intersects with the ball – left part will bounce the ball to the left, right part to the right, and middle part straight up. Our scoring system will be based on brick colors and as the game progresses, the speed of the ball and paddle increases. And everything will be coded using OOP principles.
This whole course is designed as follow along course. Meaning, you are encouraged to code along with me. Everything is on the video, there are no code snippets being magically pasted into the Visual Studio. Also, I don’t want you to just learn the concepts and then forget them a week later. I want you to remember and retain what you learn in this course.
And let’s face it – that is possible only when you code along.
And one more thing that makes or breaks learning to program – using what you learn, and using it frequently. Therefore, I code even the repetitive things from scratch and I don’t simply just refer you to previous lessons. But that means, that some parts may feel slow and repetitive. However, if you actually code along, I guarantee you will learn, and also REMEMBER what you learned.
But, If you prefer more instructional videos, that show everything once and move faster, then this course is NOT for you. Please keep that in mind before purchasing the course. I encourage you to watch some of the sample videos so you get a feel for the course structure, topic difficulty, and my teaching style.
Now, I made the videos short and to the point. Most videos are only around 5 minutes long. That is deliberate, so each video is a small learning step that is easy to follow.
Alright, there’s a lot of coding to be done. So let’s code some games!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Intro To Course
Chapter 2: Hungry Snake Game
Lecture 1: Hungry Snake Game in Action (Introduction)
Lecture 2: Coordinate System
Lecture 3: Setting Up The Form
Lecture 4: Setting Up Variables
Lecture 5: Initializing Variables
Lecture 6: Painting The Walls
Lecture 7: Painting The Snake
Lecture 8: Painting The Bonuses
Lecture 9: Setting Up Snake Directions
Lecture 10: Snake Movement – Theory
Lecture 11: Snake Movement – Removing Last Body Piece
Lecture 12: Snake Movement – Getting Updated Coordinates For The Snake
Lecture 13: Snake Movement – Change Direction Of The Head
Lecture 14: Snake Movement – Check Collision With The Walls
Lecture 15: Snake Movement – Check Collision With Snake's Body
Lecture 16: Snake Movement – Check Collision With Bonus Field
Lecture 17: Snake Movement – Draw Snake's Head In Updated Coordinates
Lecture 18: Running And Testing
Chapter 3: Bubble Breaker Game
Lecture 1: Bubble Breaker Game in Action (Introduction)
Lecture 2: Setting Up the Game Board
Lecture 3: Setting Up All Variables
Lecture 4: Initializing Variables And Game Board
Lecture 5: Populating Game Board With Bubbles
Lecture 6: Getting Colors For Each Bubble
Lecture 7: Painting Bubbles
Lecture 8: 2D Coordinate System vs 2D Arrays
Lecture 9: Adjusting Bubble Settings
Lecture 10: Understanding Game Requirements
Lecture 11: MouseDown Event
Lecture 12: Main Game Method
Lecture 13: Removing Bubbles From The Form
Lecture 14: De-Selecting Bubbles
Lecture 15: Checking For Game Over Conditions
Lecture 16: Displaying Label with the Score
Lecture 17: Path Finding – Selecting Bubbles of the Same Color – Theory
Lecture 18: Path Finding – Loop Solution – Setting Up Variables
Lecture 19: Path Finding – Loop Solution – Selecting Bubbles Above
Lecture 20: Path Finding – Loop Solution – Selecting Bubbles Below
Lecture 21: Path Finding – Loop Solution – Selecting Left Bubbles
Lecture 22: Path Finding – Loop Solution – Selecting Right Bubbles
Lecture 23: Path Finding – Loop Solution – Retracing Previous Steps
Lecture 24: Path Finding – Recursive Solution
Lecture 25: Moving Bubbles Down – Theory
Lecture 26: Moving Bubbles Down – Code
Lecture 27: Moving Bubbles Down – Replacing Removed Bubbles With Background
Lecture 28: Moving Bubbles Down – Move Bubbles Right
Lecture 29: Generate More Bubbles
Lecture 30: Painting Outline Around Selection – Theory
Lecture 31: Painting Outline Around Selection – Left Outline
Lecture 32: Painting Outline Around Selection – Right Outline
Lecture 33: Painting Outline Around Selection – Top Outline
Lecture 34: Painting Outline Around Selection – Bottom Outline
Lecture 35: Running and Testing the Game Algorithm
Lecture 36: Keeping Scores – Creating Score Class
Lecture 37: Keeping Scores – Reading Scores From Text File
Lecture 38: Keeping Scores – Get Top 3 Scores
Lecture 39: Keeping Scores – Get Player's Position Among All Scores
Lecture 40: Keeping Scores – Final Message To Display After Each Game
Lecture 41: Keeping Scores – Writing Score Into Text File
Lecture 42: Keeping Scores – Game Over Messages
Lecture 43: Keeping Scores – Finalizing The Game Board
Lecture 44: Keeping Scores – Entering Player's Name
Lecture 45: Final Tests
Chapter 4: Pong Game
Lecture 1: Pong Game in Action (Introduction)
Lecture 2: Creating the Form
Lecture 3: Creating Variables
Lecture 4: Initializing Variables
Lecture 5: Positioning Elements on the Form
Lecture 6: KeyPress Events
Lecture 7: Theory – Moving the Ball
Lecture 8: Theory – Moving the Paddle
Lecture 9: Theory – Ball and Paddle Collision
Lecture 10: Theory – Scoring Points
Lecture 11: Timer Tick Event – Computer Paddle Movement
Lecture 12: Timer Tick Event – Scoring Points
Lecture 13: Timer Tick Event – Bouncing Ball Vertically
Lecture 14: Timer Tick Event – Bouncing Ball Off the Paddles
Lecture 15: Timer Tick Event – Moving Player Paddle
Lecture 16: Timer Tick Event – Game Over
Lecture 17: Testing and Debugging Our Pong Game
Lecture 18: Game Modification – Ball Class
Lecture 19: Game Modification – Creating Ball Objects
Lecture 20: Game Modification – Moving Each Ball On the Form
Lecture 21: Game Modification – Collision With Paddle & Creating New Instance of Ball Object
Lecture 22: Game Modification – Final Testing and Debugging
Chapter 5: Arkanoid Brick Breaker Game
Lecture 1: Brick Breaker in Action (Introduction)
Lecture 2: Creating The Form Objects
Lecture 3: Score Class
Lecture 4: Brick Class – Properties and Constructor
Lecture 5: Brick Class – Getting All Bricks On The Form
Lecture 6: Brick Class – Checking For Overlaping Bricks
Lecture 7: Brick Class – Randomly Positioning Bricks On The Form
Lecture 8: Brick Class – Generating Colors For Bricks
Lecture 9: Brick Class – Instantiating Brick Objects
Instructors
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Pavol Almasi
Computer Programmer at Berkshire Hathaway Company
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 5 votes
- 4 stars: 18 votes
- 5 stars: 39 votes
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