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    The Simplest Platformer In Godot 4.3

    Posted By: ELK1nG
    The Simplest Platformer In Godot 4.3

    The Simplest Platformer In Godot 4.3
    Published 7/2025
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 3.05 GB | Duration: 4h 36m

    An accessible way to learn the basics of game development.

    What you'll learn

    Operating the Godot 4.3 software

    Learning creative and logical thinking.

    Principles and rules for creating a simple platformer game.

    A solid foundation for further programming learning.

    Requirements

    A computer and internet access.

    Description

    GODOT is becoming increasingly popular and, most importantly, is a completely free program not only for game development. Thanks to its unique GDScript language and user-friendly interface, it is gaining a growing number of fans.In this course, I aim to introduce you to the basics of using Godot—not through dry theory but through practical, short examples that will gradually bring us closer to creating a complete game. Our focus will be on programming and interface usage, without unnecessary and time-consuming embellishments.Starting with version 4.3, Godot introduces a slightly modified Tilemap system using node layers, which will be covered in the course.We will begin the process of creating a platformer game by designing our main character, including animations and coding its movement. Topics such as collisions with the environment, gravity, and movement types will be discussed.In the level design section, we will explore the "Tilemap" node, which allows us to quickly draw individual levels. We'll add environment graphics and collision objects.Once we have our character and the world they move in, we will create enemies to challenge them. Both stationary obstacles, like spikes, and moving hazards, like spinning blades, will make the gameplay more challenging. We will also introduce more advanced enemies, such as a skeleton that can detect gaps and a ghost that avoids obstacles and only focuses on the player.At the final stage, we will develop the logic for completing each level, requiring the player to collect a key and reach a door. This will involve transitioning from one level to the next. In the title screen, we will also learn how to select specific levels.Programming will be taught in GDScript, a language very similar to Python and remarkably intuitive. The user-friendly hint system and the comprehensive Methods and Classes encyclopedia in GDScript will significantly speed up the learning process.

    Overview

    Section 1: Introduction to the course

    Lecture 1 Introduction

    Lecture 2 Launching Godot 4.3

    Lecture 3 Starting Scene for Testing – Sandbox

    Lecture 4 Static and Forever Immobile Platform – StaticBody Node

    Lecture 5 Physics Object – Rigidbody2D

    Lecture 6 Object Instances in the Scene

    Section 2: Character, animations, and controls

    Lecture 7 Initial player settings

    Lecture 8 Hero Animation – AnimatedSprite2D Node

    Lecture 9 Overview of the Built-in Script for CharacterBody2D

    Lecture 10 Camera, Resolution, and Zoom

    Lecture 11 Modifying and Simplifying the Hero Control Script

    Lecture 12 Animating the Hero – FlipH, the Sign Function, and Code Simplification Methods

    Lecture 13 Animating the Hero – Idle, Walk, Jump

    Section 3: Level map - Tilemap

    Lecture 14 Free Assets – Where to Get Them

    Lecture 15 Tilemap - Introduction

    Lecture 16 Tilemap - Drawing

    Lecture 17 Tilemap – Collisions and Alternative Tiles

    Lecture 18 Tilemap – Additional Layer, Overlay View, and Camera Considerations

    Section 4: Obstacles and dangers - Hazards

    Lecture 19 Dangerous spikes - a stationary obstacle

    Lecture 20 Moving Blades

    Lecture 21 Introduction to the AnimationPlayer Node

    Lecture 22 AnimationPlayer and a Surprise Attack from the Floor

    Lecture 23 Sinister Wall That Shoots Projectiles

    Section 5: Enemies

    Lecture 24 Moving enemy - Skeleton

    Lecture 25 Raycast and Checking If We’re Still Standing on the Floor

    Lecture 26 Physics Layers and Collision Aspects Between Nodes

    Lecture 27 Ethereal Ghost, Wave-Like Movement, and Reaction to Leaving the Camera View

    Section 6: Doors, keys, and level completion conditions

    Lecture 28 Doors and keys - Scene construction

    Lecture 29 Doors and keys - Script

    Section 7: Levels in the game

    Lecture 30 Creating a level template in the game and scene inheritance

    Lecture 31 Starting Scene

    Lecture 32 Changing Levels in the Game

    Lecture 33 How to Create a Simple Background

    Beginner programmers interested in game development.