SRCoder
Bolt Recipes: 2D Platform Movement
updated
Basically, now you just create your tilemap with the collisions tiles in place as you would normally, and then you create a NavigationMesh2D to "Bke" the navigation shapes for you. This can save you a lot of time!
In this video, I quickly cover the set up and, as a bonus, create a click to move script for a NavigationAgent2D.
There are a few more improvements we could make but this will hopefully be enough to get you started exploring and experimenting with the new navigation baking system in 2d.
In this episode, we make it so the player can get killed by enemy lasers and then restart the game from the beginning.
There is a ton of additions and enhancements that you can make to this game, but I have tried to make this as "beginner friendly" as possible.
Hopefully you have learned a lot and are ready to experiment with the code and try to enhance it a little.
Good luck and happy coding!!!
In this part, we add UI and go over the complicated way that we need to connect singla in code so that the main game can be updated when an enemy is killed.
I also explain a quick fix for the disappearing explosions in the fir minute of the video too so check that out.
Hope you are enjoying the series, theres only one more video to go!!!
In this part we'll finally cover collision. We use signal to test when a laser hits an enemy.
As a bonus, we will make a particle system for when the enemy gets destroyed and audio for the explosion and the lasers!
Enjoy.
In this beginner focussed Godot 4.1 Tutorial, we'll make the enemies randomly appear by connecting our first signal.
This is a second look at instantiating prefabs and we also look at creating random numbers, which is very useful in game development.
This is a beginner focussed Godot 4.1 Tutorial where we make a simple space shooter.
In this part, we'll make the player shoot lasers!
This covers instantiating (creating) premade scenes and adding them to the tree in the right place!
This is aimed at people new to Godot!!!
In this part we simply get the project set up, import some cool assets from Kenney and make the player movement.
Resource here: https://kenney.nl/assets/space-shooter-redux
Enjoy!
In this video I'll show you how to add "dash" to the basic CharacterBody2D script to make your game cooler.
And all of that in less than 4 minutes? What do you have to lose?
Watch this video to see how.
You might need to integrate it with your other code but it's much easier than it seems if you understand what is going on.
Enjoy!
Here are some of the reasons you should choose Godot rather than the more obvious choice.
Hope you enjoy!
Chapters
00:00 Intro
00:24 3D Character Controller
01:14 2D Character Controller
02:04 2D Tilemaps
02:33 3D Tilemaps
02:57 3D Pathfinding
03:48 2D Pathfinding
04:30 GDScript
05:03 C#
05:32 Built in Documentation
06:07 The Editor size and speed comparison
06:47 Outro
I'll also show you how to make a prefab that you can drag and drop as many times as you like and how you can then edit each of them to make their path and speed unique.
Full Playlist: youtube.com/playlist?list=PLbxeTux6kwSDrjwCUau0V2Rtn2whMt7tA
I used Kenney's resources for the demo. You can get them here: https://www.kenney.nl/assets/background-elements-redux
Enjoy!
In this video we "finish" a platform game by adding in the Character Sprite as an animated sprite.
We also adjust the code to trigger the correct animations, moving from idle to run and jump and we use the flip_h property to make sure the player faces the right way as we move.
I hope you have enjoyed the series and keep an eye on my channel for more additions to the series that I'll be making as stand-alone concepts.
Platform Character from Kenney: https://www.kenney.nl/assets/platformer-characters
In this video, I go over how to use Piskel to create a spritesheet and how to get the spritesheet into our Godot Platform game as a tilemap.
In this video we will introduce and explain the powerful Area2d Node and how you can hook up signals to scripts.
We'll use it to make a portal for our platform game to load up the next level.
We'll also quickly revisit the technique to add a simple menu and a button to let us play the game again.
In this video we make a tilemap for our simple platfrom character and look at adjusting our player script so that we respawn when we fall off the map.
We'll make a complete Platform Game in this series but we'll go slow and cover lots of tips and tricks for using Godot like folder mangement, prefabs and scene hierarchy and debugging with print statements.
The game is available to download at: srcoder.itch.io/star-wars-old-and-new
If you want to know how I did any of this stuff, just leave a comment and I might be persuaded to start doing tutorials again (it's been too long!)
Enjoy!!
Edit mode allows us to move, delete and add vertices, faces and edges to make ANY shape that we want.
We also cover basic materials, basic animation and rendering an animation to MP4.
Enjoy!
It's not super easy to understand so I threw together a really quick tutorial to explain how to simply use it.
The system works well in 3D and I'll make a 2D version of this if you guys are keen.
Hopefully this is enough to get you started- don't forget to read the docs!
Enjoy
Thanks to all those developers who organised this for us- definately in my happy place.
Here is the complete process as a timelaps from opening a brand new unity project to submitting to the Jam.
The theme was "Together"
Want to see what I made in 48 hours?
Play the game here: srcoder.itch.io/together-we-win
If you are about to learn Unity or you are new to game design, you can save yourself a heap of time and benefit from my mistakes by watching this video all the way through.
Game Design is super rewarding but can be hard to get into and Unity is amazing, but it comes with a few quirks that aren't always fully explained in tutorials.
I hope you enjoy!
Please like and Subscribe and stay tuned for more from this channel.
Chapters:
00:00 Introduction
00:19 Tip #1- Learn to Code
01:46 Tip #2- Get good Help
03:09 Tip #3- Newer is not always better
04:22 Tip #4- 3D is Easier
07:23 Tip #5- Components
10:00 Tip #6- Read the Docs
12:10 Tip #7- Scripts affect components
13:33 Tip #8- MonoBehaviour
16:18 Tip #9- Exposing Variables
18:16 Tip #10- The Input Class
In this video I take a fairly simple Single Player game and turn it into Multiplayer using Photon Unity Networking. I've done things the simplest way possible (which is not always the best way!)
We cover Connecting, Spawning, Network Transforms, client code vs clone code, RPC's and variable serialization.
Get the starter code here: github.com/SteveRodkiss/Shooty
or just watch and learn!
Hopfully this will give you an idea of how easy PUN makes it for you. And I've only scratched the surface of this powerful library.
For 2022, I thought I would try to make the simplest multiplayer tutorial I could, using the simplest multiplayer library- PUN2.
So strap in for a whirlwind 12 minutes where you'll go from a blank unity3d project to several networked players moving around the game with their positions and rotations synchronized across the network.
If you like the video, please like and subscribe and leave some comments about what you would like me to cover next!!
youtube.com/playlist?list=PLbxeTux6kwSD8z4BQH_mJZDclkrRKyw1A
In this video we create a pretty decent Chase Camera that follows the car's direction while keeping the world up direction and, unlike other methods, keeps the same distance from the car no matter how fast the car is going.
There is a little bit of Vector maths (but not much!!)
Please like and subscribe and add some comments with some suggestions about what you would like me to cover next!
By the end, you'll have a working car with suspension, damping, torque, steering and collisions.
If you like the faster format, please let me know in the comments.
And please like and subscribe for more videos!
EDIT: The rpm variable needs to be turned into a positive value or you'll accelerate backwards to infinite speed. Now while that IS really fun, if you want to fix it, use abs() to make sure the rpm is an absolute (positive only) value when you calculate the torque.
Line 9 should be:
var rpm = abs($back_left_wheel.get_rpm())
and line 11:
rpm = abs($back_right_wheel.get_rpm())
Sorry!!
youtu.be/zXLpitpFC6E
Longer Video has more explaination though.........
The awesome VehicleBody node in Godot is super powerful.
But there is not to many tutorials about it and there are a few tricks that you need to know like changinf some of the dafualt values (which are way off!)
In this video I'll show you how to get it working to make a pretty realistic car with suspension, damping, grip, slip, torque and steering.
Please like and subscribe and leave a comment if you want to see more content like this!!
In this video we cover the concept of inheritance to make the rocks without having to re-code all the behaviour.
The smaller rocks need to behave pretty much like the asteroids, they spawn, move in a random direction and wrap around the screen so why write all toat code again? Just inherit the class!
By the end of this video you'll have a pretty cool Asteroids Clone.
Well done for sticking with it this far, I hope you've learned a lot and enjoyed the series.
Happy developing!
Welcome back to part 11.
In this video we cover scene switching and add a menu scene and a button that takes us to the main game scene.
I wanted to add in a timer too so that when we die we don't just go straight to the menu scene. This just used concepts we already covered in this series like custom signals and timers.
I hope you are enjoying the series. We only have a few more things to cover but by now you have a pretty fun and complete game.
Please like and subscribe!
In this video we cover adding basic UI elements and adding "Themes" to our games that you can customize with new fonts, font sizes and colors etc.
We will be adding a score UI to the top of out screen and updating it in code when we destroy the asteroids.
Please like and subscribe and I'll see in the next one.
Welcome back to part 9.
In this part we'll be building on the game script to impliment a basic "wave" system.
We'll be simply tracking the number of asteroids as we spawn them in and as we destroy them so that we know when they are all gone.
We'll then spawn another wave of more so that the game gets harder with each wave.
I hope your enjoying the series, there are only a few more to go.
Please like and subscribe for more content like this.
Be sure to check out the entire playlist: youtube.com/playlist?list=PLbxeTux6kwSDl_IuXDCnWdS_dQlqDzgV5
In this video we look at making Camera Shake!
We'll be doing some maths so be warned. We'll use a decaying sin wave to set the offset_h and offset_v of the Camera2D node to simulate the camera shake and we'll hook it up to the asteroid explosion signal that we covered in video 7.
Please like and subscribe and I'll see you in the next one.
Full Playlist here: youtube.com/playlist?list=PLbxeTux6kwSDl_IuXDCnWdS_dQlqDzgV5
In this video we finally ad the audio effects for the lasers and the explosions.
We get a chance to look at the AudioStreamPlayer node and we use Custom Signals to tell the game to play sound when the Asteroids get destroyed.
Please like and subscribe and I'll see you in the next one!
Signals are a key concept in Godot and in this video we explore using them to detect collision with the asteroids, the player and the bullets.
We also add a timer to the bullets and connect the timeout signal to our code so we can free them up so stay tuned until the end of the video.
Full Playlist:
youtube.com/playlist?list=PLbxeTux6kwSDl_IuXDCnWdS_dQlqDzgV5
We cover some stuff we have already done; making sprites, saving scenes for instancing, instancing scenes, reading input, reading object position and rotation etc.
There is not too much left so please like and comment and add suggestions for improvements for this game!
Find the full playlist here:
youtube.com/playlist?list=PLbxeTux6kwSDl_IuXDCnWdS_dQlqDzgV5
We'll learn how to instance a scene, create functions that return values and start making a basic game manager script that sits on the root object of our game, allowing us to take control of the objects in our game.
Please like and comment. If you have suggestions for any bonus features, let me know! (screen shake anyone?)
Full Playlist here: youtube.com/playlist?list=PLbxeTux6kwSDl_IuXDCnWdS_dQlqDzgV5
In this part of the series, we create the asteroid sprite as an Area2D and get it moving across the screen and wrapping around the screen.
We'll look at random numbers in Godot and how to get consistently random numbers (is that a thing?)
Please like and subscribe and add comments for any suggestions of what you want to see added to the checklist of features.
In the second part of this video series we cover the player movement.
We'll try a couple of methods to get the player drifting around and thrusting in the direction that it is facing using the node2d's transform values.
We'll also cover using "lerp" to smooth out the velocity so that it feels more realistic without having to use the physics simulation.
Full Playlist is HERE: youtube.com/playlist?list=PLbxeTux6kwSDl_IuXDCnWdS_dQlqDzgV5
This video covers a topic my students often find hard- How do you plan a video game?
If you want to actually write a game, you have to be able to "decompose" the tasks into jobs you can actually do!
So I cover a little planning and gathering resources here before we launch in to making it in the next video of the series.
Chapters:
0:00 Introduction
0:29 Tilemaps
3:13 Camera Follow
4:22 Respawning
8:22 Killer Spikes
11:12 Coding the Spikes (Signals)
16:07 The Winning Door
17:14 The code to win
Full playlist here: youtube.com/playlist?list=PLbxeTux6kwSAnnpry9-GUHCnxyR9zXvpY
We'll cover things like Inputs, variables, move_and_slide, gravity and collisions.
When we are done, we'll have a robust 2d platform controller for our future projects. Easy!
In order to make a game, we need to be able to identify what it is made up of.
In this video we'll look at those and I'll introduce my the video series where we tackle each part, one at a time.
We will be using the Godot Game Engine for this series as a great introduction to game development and game programming.
Some programming experience will be a great help!
If you've done a little programming and want to learn game development, this is for you.
In this video, we break down some of the problems you need to solve to make a pong game and I step through the process of solving them with plenty explanation of how and why so you can go on to solve similar problems in your own game designs.
We cover variables, export variables, moving sprites, input, conditional statements and signals as we build up some of the features of the game.
Let me know if you like the format, I realise it might be a bit long but the goal here is to explain how and why rather than just give you the code.
In this video I go over how to install the Post Processing Package for the Unity Core renderer, plus how to set it up and use it.
I go over the key effects like Bloom, Ambient Occlusion, Deepth of Field and Vignette, what they are and how to use them.
I used the PolyGon War Pack from Synty Studios for this tutorial. Check them out if you are interested.
syntystudios.com
The Keypad has a 4-digit combination that you can set in code and reacts to keypresses and correct/incorrect combination inputs.
I use the highly under used OnMouse Down function and UnityEvents that help make the keypad useful for any number of actions.
Please leave some comments about any other tutorials you'd like or extensions on the video.
In this video, I'll give you my opinion of each; how easy was it to use, what I liked, what I didn't like, what I recommend and some other random opinions.
Remember the viewpoints I share with you in this video are simply my opinion and you are welcome to disagree. I love them all but if I have to teach game design, I'd like to know I'm using the right tool for my students at different stages of their learning.
Here is waht I learned- Enjoy!
All the engines are linked below:
gdevelop-app.com
godotengine.org
unity.com
So here it is.
Thanks for the suggestion @Mike Hoddevik!
The theme was "Adapt" and I went with a VR Game where you have to adapt the shape of your hands to match the incoming lasers... that also change shape!
Lots of fun and thanks to my awesome family who supported me this weekend and provided the much needed gameplay testing!
It runs on Quest and Quest 2- download it at my itch.io page!
In game music: Lunar Phases by Monkey Warhol
Hope you like it!
Kind of modelled on that old game where you match the shape of the Polystyrene Cutout with your body to fit through the gap.
This is one day (about 6 hours) of work. One more day to go!!


