Flame & Flutter with Dart : Build your First 2D Mobile Game
Flame & Flutter with Dart : Build your First 2D Mobile Game, available at $79.99, has an average rating of 4.67, with 93 lectures, 14 quizzes, based on 181 reviews, and has 1346 subscribers.
You will learn about Use Flutter and Dart to write a complete 2D Game on top of the Flame Engine. No prior experience necessary. Create from scratch, a game based on the famous retro-game from ATARI: Asteroids. Learn collision detection, particle physics, frame independent motion, parallax, sound design, and other advanced topics in game development. Master design and coding fundamentals that apply to all 2D Game engines. Think like a Software Architect. Go through the complete process of designing, architecting, and coding the game. Learn how to write once and deploy to iOS, Android, and the Web from a single codebase. Develop a solid foundation for game design and game creation that will empower you to build your own games. Learn how to use Object Oriented Programming practically and effectively using Design Patterns This course is ideal for individuals who are We have created this course for all the coders who want to get into creating their own mobile game using a 2D engine. or Coders new to game development who want to write one codebase and deploy their game on multiple platforms. It is particularly useful for We have created this course for all the coders who want to get into creating their own mobile game using a 2D engine. or Coders new to game development who want to write one codebase and deploy their game on multiple platforms.
Enroll now: Flame & Flutter with Dart : Build your First 2D Mobile Game
Summary
Title: Flame & Flutter with Dart : Build your First 2D Mobile Game
Price: $79.99
Average Rating: 4.67
Number of Lectures: 93
Number of Quizzes: 14
Number of Published Lectures: 93
Number of Published Quizzes: 14
Number of Curriculum Items: 107
Number of Published Curriculum Objects: 107
Original Price: CA$39.99
Quality Status: approved
Status: Live
What You Will Learn
- Use Flutter and Dart to write a complete 2D Game on top of the Flame Engine. No prior experience necessary.
- Create from scratch, a game based on the famous retro-game from ATARI: Asteroids.
- Learn collision detection, particle physics, frame independent motion, parallax, sound design, and other advanced topics in game development.
- Master design and coding fundamentals that apply to all 2D Game engines.
- Think like a Software Architect. Go through the complete process of designing, architecting, and coding the game.
- Learn how to write once and deploy to iOS, Android, and the Web from a single codebase.
- Develop a solid foundation for game design and game creation that will empower you to build your own games.
- Learn how to use Object Oriented Programming practically and effectively using Design Patterns
Who Should Attend
- We have created this course for all the coders who want to get into creating their own mobile game using a 2D engine.
- Coders new to game development who want to write one codebase and deploy their game on multiple platforms.
Target Audiences
- We have created this course for all the coders who want to get into creating their own mobile game using a 2D engine.
- Coders new to game development who want to write one codebase and deploy their game on multiple platforms.
Have you ever dreamed of creating your own mobile game?
Have you ever wanted to code your own mobile game?
If the answer is YES, then THIS course is for you.
You can learn to code a 2D mobile game from the ground up.
Welcome to the Flame Engine 2D Game Crash Course where you will learn how to design and code a full mobile game in less than 6 hours.
There are so many game enthusiasts who would love to learn how to write mobile games, but do not necessarily have the time to dedicate to it.
Many Game Engines have a steep learning curve, so creating a full mobile game would take considerable time and effort.
We have created this course for all the coders who want to get into creating their own mobile game using a 2D Game Engine, and more importantly, we have created this course to take you from 0 to hero in less than 6 hours.
We have provided core 6 hours of lectures but, we also provided more than5 extra hoursof Bonus Material including Coding Exercises and extra eplainers.
Why Flame Engine
The Flame Engine is a minimalist 2D game engine that runs on top of the Flutter framework. So it is light-weight with a small footprint.
This is perfect for mobile games.
Advantages of The Flutter Framework
You work with one code base but get multiple platform deployment. Basically write once, and deploy to both iOSand Android. This is a huge advantage as it saves you time and effort.
And this is great for mobile games since we do not rely on the specific OS GUI as we basically take over the screen and create our own GUI from scratch.
Crash Course Format
This is a crash course. So we remove all the fluff from the usual approach and we focus and zone in, with laser precision, on the fundamentals that apply to all 2D engines. We explain the necessary fundamentals such as:
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Game Loop
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Component Rendering
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Spritesheet Animation
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Game Mechanics
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Inter-Component Communication and Messaging
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Component Interoperability and Composability
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Collision Detection
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Particle Physics
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Math for Game developers such as:
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Vector Math
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Velocity Control
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Rotational Control
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Collision Detection
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Boundary Detection
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Game Parallax For Creating Complex Background Motion
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Sound Design – For Adding Sounds, Sound Effects, and Music to Your Game.
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All The needed API will be explored as well.
Focus on Fundamentals
We will spend the first 3 hours focusing on fundamentals with sample code and architectural examples.
Architectural Approach
Our approach to teaching the material is a bit different from most courses. We take the architectural approach. This means that we will also teach you some Software Engineering while we are teaching you about the Flame Engine.
We will use UML diagrams to show you the context of what we are doing. All of this is to give you a better perspective of how everything fits together.
In other words we will not only work with code. The main objective here is to teach you to think like a Software Architect. We do not want you to just code this game. We want you to go through the process of designing and architecting it in a professional manner.
Using Case Studies
Part of how we teach you in this course revolves around practical case studies. Each case study shows you a full solution to a given element of 2D game coding such as for example Joystick control or collision detection.
The Game we will develop
We will develop, from scratch, using our architectural approach, a game based on the famous retro-game from ATARI: Asteroids.
This is a perfect game for learning all the fundamentals.
Why this particular game
This is a perfect game to learn a 2D game engine for the following reasons:
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It has great Game Mechanics such as:
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Spaceship Control
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Spaceship Explosion
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Tracking of Score and Player’s Lives
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Firing of Bullets
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Asteroid Motion/Rotation and Splitting up
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Occasional UFO Bonus Showing up
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Deterministic Game Level Generation from a JSON File
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This will lead us to fully explore and understand:
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Joystick Control
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Game Loop Update And Render
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Timer Component Callbacks
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Vector Math
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Collision Detection
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Particle Physics
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Refresh-Rate Independent Rendering
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Sounds Design and Game Music
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Parallax Effects for Background
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This game is also great to be played on both a phone as well as a tablet device.
Assumptions
We assume that you have some coding experience and we also assume that you know Flutter/Dart and have worked with it.
But in case you have not worked with Flutter do not fret!
The course is designed to help you with the setup and a solid understanding of the language elements because of the architectural approach.
So in reality all you need is experience with any Object Oriented language such as Java, Swift, C#, C++, or TypeScriptand you will be fine!
Practice Makes Perfect
For each Case Study we have provided you with a number of Coding Exercises.
We also provide Solution Videos to explain the solution itself, along with code and some PDF materials as well.
Course Curriculum
Chapter 1: Introduction
Lecture 1: What is the Flame Engine?
Lecture 2: What The Course Covers
Lecture 3: Concept vs. Code
Lecture 4: Quick overview of Visual Studio IDE
Chapter 2: Setup
Lecture 1: Setting Up Your Environment
Lecture 2: Windows Setup
Lecture 3: macOS Setup
Lecture 4: Linux Setup
Lecture 5: Testing Your Flutter Environment with Visual Studio
Chapter 3: 2D Game Basics with Flame Game Engine
Lecture 1: The Game Loop – Flame Engine's Secret Weapon
Lecture 2: Game Instantiation – How does Flutter Run Flame Games?
Lecture 3: Game Execution – How does Flutter execute and run Flame Games?
Lecture 4: Generating Our First Flame Project
Lecture 5: Running Our First Minimalist Game-Loop Code
Lecture 6: Adding Explicit Game-Loop Code Hook Methods
Lecture 7: What are "Game Components" In the Flame Engine?
Chapter 4: Learning About Flame Game Engine – Case Studies
Lecture 1: Case-Studies: Introduction
Lecture 2: How to Run The Provided Lecture Source Code
Chapter 5: Case Study #1 – Flame Engine Essentials
Lecture 1: Case Study #1 – Introduction
Lecture 2: Position Component
Lecture 3: "Squares" Code Demo
Lecture 4: "Squares" – Architectural UML Diagram
Lecture 5: Coding "Squares"
Lecture 6: Importance of Vectors in Game Development: Velocity, Rotation. and Anchor points
Lecture 7: Adding Vector Dynamics to "Squares" code
Lecture 8: The concept of Component Composability
Lecture 9: Architecting Composability: UML Diagram for Adding a Health Bar to "Squares"
Lecture 10: Composability: Coding a Health Bar for Game characters
Lecture 11: Case Study #1 – Exercises
Lecture 12: Case Study #1 – Solution to Exercise #1
Lecture 13: Case Study #1 – Solution to Exercises #2 and #3
Lecture 14: Case Study #1 – Solution to Exercise #4
Chapter 6: Case Study #2 – Joystick Component
Lecture 1: The anatomy of the Flame Joystick Component
Lecture 2: Joystick Component – Architectural UML Diagram
Lecture 3: Coding the Joystick Experience
Lecture 4: Shooting Bullets – The Issue of Angle of Rotation
Lecture 5: Shooting Bullets – UML Diagram
Lecture 6: Shooting Bullets – Coding the Solution for correct Bullets angle
Lecture 7: Case Study #2 – Exercises
Lecture 8: Case Study #2 – Solution to Exercises #1 and #2
Chapter 7: Case Study #3 – Sound in Games
Lecture 1: Using Sound in flame Engine
Lecture 2: Coding Sound Fxs and Music
Lecture 3: Case Study #3 – Exercises
Lecture 4: Case Study #3 – Solution to Exercises #1 and #2
Chapter 8: Case Study #4 – Collision Detection
Lecture 1: Collsion Detection in games
Lecture 2: Screen Boundary Detection and HitBox Rendering
Lecture 3: Collision Detection – UML Diagram
Lecture 4: Coding Collision Detection
Lecture 5: Case Study #4 – Exercises
Lecture 6: Case Study #4 – Exercise Solutions – Solution to Exercise #1
Lecture 7: Case Study #4 – Exercise Solutions – Solution to Exercise #2
Chapter 9: Case Study #5 – Using Timers in Games
Lecture 1: What are Timers and how do we utilize them?
Lecture 2: Coding with Timer Utility Classes
Lecture 3: Coding with Timer Components
Lecture 4: Case Study #5 – Exercises
Lecture 5: Case Study #5 – Exercise Solutions – Solution to Exercise #1
Lecture 6: Case Study #5 – Exercise Solutions – Solution to Exercise #2
Chapter 10: Case Study #6 – Parallax
Lecture 1: What is Parralax?
Lecture 2: Coding Parallax
Lecture 3: Coding more Parallax
Lecture 4: Case Study #6 – Exercises
Lecture 5: Case Study #6 – Exercise Solutions – Solution to Exercises #1 and #2
Lecture 6: Case Study #6 – Exercise Solutions – Solution to Exercise #3
Chapter 11: Case Study #7- Particle System
Lecture 1: Introduction to Particle System in Flame
Lecture 2: Creating Simple Particle Simulations
Lecture 3: Coding a Particle Stream Simulation
Lecture 4: Designing an "explosion" Particle Simulation
Lecture 5: Coding a Particle Explosion Simulation
Lecture 6: Designing A "fireworks" Particle Simulation
Lecture 7: Coding a "fireworks" Particle Simulation
Lecture 8: Working with SpriteSheet "explosion" Particle Simulation
Lecture 9: Case Study #7 – Exercises
Lecture 10: Case Study #7 – Solution to Exercise #1
Lecture 11: Case Study #7 – Solution to Exercise #2 – Segment #1
Lecture 12: Case Study #7 – Solution to Exercise #2 – Segment #2
Instructors
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Piotr Paweska
Software Engineer
Rating Distribution
- 1 stars: 4 votes
- 2 stars: 3 votes
- 3 stars: 10 votes
- 4 stars: 46 votes
- 5 stars: 118 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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