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Coursera

Build a complete pixel platformer in Godot 4

Packt via Coursera

Overview

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This course features Coursera Coach! A smarter way to learn with interactive, real-time conversations that help you test your knowledge, challenge assumptions, and deepen your understanding as you progress through the course. In this course, you’ll learn to create a fully functional pixel platformer using Godot 4. Starting with the basics, you'll set up the project, design and animate a character, and implement smooth movement, jumping, and gravity. As you progress, you’ll add sound effects, animations, and interactive visual elements to enhance gameplay. You will explore level creation with Tilemaps, add decorations, configure camera angles, and implement features like water bodies and boundaries. The course also covers treasure collection, health systems, combat mechanics like sword fighting and enemy patrols, and boss fights. You’ll design menus for pause, title, and level selection, along with save/load functionality. Ideal for aspiring developers and hobbyists with basic programming skills. Previous experience with Godot and GDScript is required. By the end, you’ll have created a polished platformer with combat, level progression, and save/load functionality, ready to deploy your games.

Syllabus

  • Introduction
    • In this module, we will set up the Godot 4 project environment and organize essential resources to lay a solid foundation for building the pixel platformer.
  • Controlling a character
    • In this module, we will create the player character, set up smooth controls, integrate jumping and gravity mechanics, and enhance the experience with animations, sounds, and visual effects.
  • Building levels
    • In this module, we will dive into level design by using Tilemaps, setting up dynamic camera behavior, and enhancing the visual environment with backgrounds, water features, and detailed decorations.
  • Collecting treasure
    • In this module, we will introduce treasure collection mechanics, build an intuitive UI to display collectibles, and design engaging map layouts with interactive elements like treasure chests and locked content.
  • Life & death
    • In this module, we will establish the life cycle of the player character, including taking damage, respawning, and interacting with enemy threats, while also developing visual health indicators and a Game Over sequence.
  • Combat
    • In this module, we will implement a combat system featuring sword attacks, enemy behaviors, aerial maneuvers, and thrilling boss battles, making the gameplay action-packed and engaging.
  • Menus
    • In this module, we will design a seamless user experience with menus and save/load options, add atmospheric background music, and perform final tests to polish the complete game.

Taught by

Packt - Course Instructors

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