In this game design course, I will be guiding you step by step through the creation of a side scrolling platformer game (akin to the classic "Mario" games) using Unreal Engine: THE premier free to download gaming engine. (AND the SAME engine used to build the smash hit "Fortnite.")
This course contains over 100+ fun to follow video lessons (follow along in sequence). Things learned in this course include:
In this game design course, I will be guiding you step by step through the creation of a side scrolling platformer game (akin to the classic "Mario" games) using Unreal Engine: THE premier free to download gaming engine. (AND the SAME engine used to build the smash hit "Fortnite.")
This course contains over 100+ fun to follow video lessons (follow along in sequence). Things learned in this course include:
How to setup and create a project in Unreal Engine
How to construct a 2D level using 3D objects
How to setup a side scrolling camera
How to setup a character's movement mechanics
How to create interactive objects using Blueprint Scripting
How to create powerups and special player abilities
How to implement simple enemy AI
How to create a checkpoint system
How to respawn a player
How to create a working HUD
How to create interactive menus
How to create a dynamic way of implementing "Level Settings" (making things like customizing music and time limits per level a cinch. )
How to architecture a gaming project inside Unreal's Project Settings
With the knowledge gained in these video lessons, you will be armed with the necessary skills to start building your OWN gaming creations (WITHOUT any programming knowledge needed. )
When finished with the course, please send me photos or videos of what YOU have been able to build and I'll share them with the community in future emails.
In this promo video you'll get a sneak peak as to the the kinds of things you'll learn and the project you'll make.
In this video we'll walk through the creation of a project (using the 3rd Person template) in Unreal Engine.
Additionally, download the materials made available here as they'll be used throughout the course!
In this video we'll create a brand new level asset. While plain to start with, this will be the level we'll begin to flesh out throughout this course.
In this video we'll adjust some parameters for the "Spring Arm" component (named "Camera Boom") inside of our 3rd Person Character blueprint in order to create a side view type of camera that'll track our player as it moves about the level.
In this video we'll create some variables and script inside of our 3rd Person Character blueprint to allow you, the designer, to customize the side scroller camera's position and lag to your liking.
In this video we'll set our player character's default movement attributes.
In this video we'll setup our character's jumping attributes. It's critical we get this set properly NOW because our level layout (jump heights, etc.) is dependent on this character metric!
In this video we'll setup and trigger a sound effect (SFX) and visual effect (VFX) when our player character jumps.
Let's review!
In this video we'll enable 2D Snap Layers within our Project Settings. This will enable us to place blocks, platforms and various props into our level at predetermined "depths" making laying out our side scrolling level MUCH easier.
In this video we'll enable the combined 2D translation / rotation widget within our Project Settings. Like the previous lesson, doing this will save us time down the road in fine tuning the placement and rotation of objects as we build out our level in the near future.
In this video we'll create a simple platform our player can jump up or fall down through. All of this will be done using Unreal Engine's Blueprint Scripting.
Part #2 of our Jump Through Platform focuses on the scripting aspect of our platform.
In this video we'll extend the functionality of our "Jump Through" platform by using that Blueprint as a "Parent" we'll inherit functionality from! We'll then modify this "Child" blueprint by adding script to make this particular platform move in whatever direction and time frame we wish.
In this video we'll utilize the Construction Script within a Blueprint to give us all kinds of in-editor customization when building out a platform that'll "launch" our player character whenever they come into contact with it.
Part #2 of our Launch Platform focuses on the "launch" script of the platform as well as an animation to accompany it.
In this video we'll create our Coin Pickup Blueprint as well as get the core components of it in place before we focus on scripting any functionality.
In this video we'll add script to our Coin Pickup Blueprint that play sound and visual effects before destroying it upon pickup.
In this video we'll create script to tally up your collected coins.
In this video we'll be create a Fire Bar Hazard Blueprint and script the functionality to make it highly designer friendly (customizable) by using the Construction Script.
In this video we'll create script inside of our Player Character Blueprint that'll adjust our character's hit points (accompanied by sound and visual) when their hit point variable increments or decrements.
In this video we'll create our HUD (Heads-Up Display) layout.
In this video we'll make our HUD appear on the screen while we're playing.
In this video we'll bind variables to the text widgets inside of our HUD in order for the text values to update during gameplay.
In this video we'll create a Blueprint Function Library asset and then create a function inside of it that we'll be able to reference from any "block" asset we create down the road. A Blueprint Function Library is a collection of functions you custom create that can be called from inside of any blueprint.
In this video we'll create a Blueprint Interface asset. Inside of this, we'll create a named function. When a Blueprint Interface is added to other blueprints, the function(s) inside of this asset may be called and customized (have specific functionality created) to cater for the specific needs of the blueprint they're called within.
In this video we'll create a Widget Blueprint asset. This one will eventually be spawned into the game when we interact with things (like blocks) and will display a point value.
In this video we'll create a Widget Blueprint Animation. This will cause our points display, when spawned, to do so in an eye catching manner through moving and scaling our points widget over time.
In this video we'll create an Actor Class Blueprint that'll have a Widget Component inside of it. This will be the actual actor we spawn into the game when an interaction (like hitting a block) occurs. And this, in turn, will make our Point Display Widget Blueprint appear within the game.
In this video we'll create our "Base" block blueprint. This block will contain the base variables and functionality that all other blocks will inherit from going forward!
In this video we'll create a "child" block from our "base" (parent) block. While inheriting the core functionality of the "base" (parent) block, this block will contain script specific to it that'll cause it to break upon being hit.
In this video we'll create an Actor Class Blueprint of a coin that we'd like to spawn in when we interact with certain blocks.
In this video we'll create a block that'll yield a coin (and the block will break apart) when a player interacts with it.
In this video we'll create a block that'll yield a coin (but the block will NOT break) when a player interacts with it.
In this video we'll create a block that is invisible and yield a coin if a player happens to interact with it.
In this video we'll create a block that can be interacted with numerous times to yield multiple coins.
In this video we'll create a block that spawns a Fire Flower out of it when hit from below.
In this video we'll add script allowing our player to "collect" the Fire Flower and earn points.
In this video we'll create the script that'll make our player grow in size and gain a hit point.
In this video we'll create the Fireball itself that we'll eventually enable our player to shoot.
In this video we'll make it so our character can shoot fireballs upon getting flower power.
In this video we'll take our fireball script to the next level by implementing rules about how it behaves once spawned into the game.
In this video we'll add components and functions inside of BP_Block_Base that'll be critical for our P-Block functionality to work within blocks that inherit from it (are "children" of BP_Block_Base).
In this video we'll add a tag and set a “Child Actor Class” within blocks we’d like to have turned into coins when our P-Block is active.
In this video we'll create a Camera Shake blueprint that can be played when we interact with our P-Block.
In this video we'll create a Force Feedback (controller shake) asset that we can call (play) the moment we stomp on our P-Block. This will cause a hooked up controller to rumble.
In this video we'll ensure our necessary audio and texture assets have been imported into Unreal. We’ll then use the imported textures to create some material assets that’ll be needed for our P-Block system.
In this video we'll create our P-Block Blueprint and ensure it has all the necessary components.
In this video we'll add variables and create the script needed to turn tagged blocks into coins (for a limited time!) when our P-Block is stomped on.
In this video we'll clean up a few bugs with our P-Block system.
Specifically we'll fix up:
Our P-Block coin collision volume sizes (making it smaller)
Our P-Block music playing the right music and ensuring it always stops
In this video we'll clean up several other bugs identified with our P-Block system.
Specifically we'll fix up:
Our "Breakable" block is actually breakable ONLY when our playable character is big.
Our "Base" block having the "Coin" (Child Actor) component ATTACHED to our "Cube" component.
Our "Base" block having the "Coin" (Child Actor) component NOT visible by default
In this video we'll clean up another bug identified with our P-Block system.
Specifically we'll fix up:
The Player Character being able to drop down through the top of an Invisible Block (accidentally destroying it) and thus not being able to interact with it again.
In this video we'll create our Goomba Blueprint and ensure it has all the necessary components.
In this video we'll add script to give our Goomba the ability to damage the player.
In this video we'll add script to give our player the ability to destroy a Goomba by jumping atop it.
In this video we'll add script to give our player the ability to destroy a Goomba by shooting it with a fireball.
In this video we'll add script to make a Goomba patrol.
In this video we'll add script to make a Gooba seek the player (when in range).
In this video we'll create a Warp Pipe Blueprint and add the necessary components.
In this video we'll create script inside the Construction Script of our Warp Pipe Blueprint to give you, the designer, a lot of customization options.
In this video we'll create the input setup needed to make our Warp Pipe interactions work as intended.
In this video we'll create our initial pipe interaction script.
In this video we'll create a Timeline and add script that'll make our player move INTO a pipe.
In this video we'll add script for transitioning a player OUT OF a pipe after they've warped to a new location.
In this video we'll learn how to place and work with these Warp Pipe Blueprints in our level in order to get the player warping to the intended location.
In this video we'll talk about the use of the Game Mode Blueprint within our upcoming checkpoint system.
In this video we'll create our Checkpoint Blueprint and add the necessary components.
In this video we'll create script that'll animate our Checkpoint flag up as well as set a Respawn locale for our player.
In this video we'll create the respawn script inside of our Game Mode Blueprint (to respawn the player at our checkpoint location)
In this video we'll setup the initial Events, Functions, and Script to begin our "Player Death" sequence.
In this video we'll create the Timeline and finish off our scripts to complete our "Player Death" sequence.
In this video we'll make it so that any blocks turned into coins (affected by the P-Block) turn back into their normal "block" state (no longer revealing a coin) when our player has died.
In this video we'll add script to ensure the number of player lives is accurately reflected in the HUD when our playable character dies.
In this video we'll create an Instant Death Hazard which will tie into our Player Death Sequence and Player Lives system. This blueprint will be great to place over visually dangerous areas such as pools of lava, spikes, or bottomless pits.
In this video we'll create the Flag Pole Blueprint itself and populate it with just the relevant components.
In this video we'll begin to create our Flag Pole functionality. To start, we create the necessary variables and add the script needed to detect where our player overlaps the flag pole trigger volume.
In this video we'll add script setting our player's starting position when crossing the flag pole trigger volume.
In this video we'll add script making our player and flag move down the flag pole upon our player crossing the flag pole trigger volume.
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