Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games


  • Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Creating Classic 2D, Mobile, and Side-Scrolling Games, Singapore elarning online course

Course Description

Classic and mobile games are still just as popular as the latest XBox or Playstation games. This course will build a strong understanding of how these types of games can be made using a different approach than standard 3d game development. In this course, instructor Alan Thorn will walk through the process of creating a side-scrolling platformer game from scratch using GameMaker: Studio. Instructor Greg Mirles will walk cover the process of building a side-scroller level using both 3ds Max and Unreal engine 4. Learn how to craft informative user interfaces, how to animate and rig 2D characters from within the Editor, how to script effectively with C# and 2D Physics plus much more. The course also covers how to push the appeal of the character by employing gradients to add dimension and interest to ultimately produce a high quality piece of character artwork.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Know how build a side-scrolling game from start to finish
2. Understand the walk through of creating a side-scrolling platform game  
3. Be able to build a side-scroller level with 3ds Max and Unreal Engine 4  
4. Know more about 2D feature set in Unity 5
5. Understand ow to build games from 2D games
6. Learn how to colour characters in a cell-shaded style


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Content

Intro to GameMaker Studio - Volume 1

Preview Available

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Getting Started

Chapter 3 - Starting a New Project

Chapter 4 - Importing the Menu Background

Chapter 5 - Importing the Button Assets

Chapter 6 - Project Management

Chapter 7 - Art Guidelines

Chapter 8 - Creating a Room

Chapter 9 - Creating Objects from Sprites

Chapter 10 - Adding Button Objects to the Menu

Chapter 11 - Customizing Buttons with Action and Events

Chapter 12 - Completing the Menu

Intro to GameMaker Studio - Volume 2

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Chapter 1 - Overview and Introduction

Chapter 2 - Adding a Level Background

Chapter 3 - Adding a Planet Door

Chapter 4 - Importing the Player Sprite

Chapter 5 - Creating a Player Object

Chapter 6 - Setting Animation Speed

Chapter 7 - Making the Player Move

Chapter 8 - Creating a Longer Level

Chapter 9 - Making the Camera Follow the Player

Chapter 10 - Importing and Configuring Tile Sets

Chapter 11 - Building Levels from Tile Sets

Chapter 12 - Beginning the Player Weapon

Chapter 13 - Improving the Player Weapon

Chapter 14 - Completing the Player Weapon

Chapter 15 - Adding Enemies to the Level

Chapter 16 - Creating Enemy Weapons

Intro to GameMaker Studio - Volume 3

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Chapter 1 - Introduction

Chapter 2 - Course Recap

Chapter 3 - Creating Flight Paths

Chapter 4 - Assigning Flight Paths

Chapter 5 - Preparing to Code the Player

Chapter 6 - Testing Keyboard Input

Chapter 7 - Responding to Keyboard Input

Chapter 8 - Handling Multiple Inputs

Chapter 9 - Clamping Player Position

Chapter 10 - Creating the Player Weapon

Chapter 11 - Creating Explosions

Chapter 12 - Adding Player Health

Chapter 13 - Killing the Player

Chapter 14 - Adding a Game Over Screen

Chapter 15 - Adding a Mission Complete Screen

Chapter 16 - Finishing the Game

Platformer in GameMaker - Volume 1

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Course Requirements

Chapter 3 - The Challenge Ahead

Chapter 4 - Creating a New Project

Chapter 5 - Importing the Player Neutral Sprite

Chapter 6 - Importing the Animated Player Sprites

Chapter 7 - Backgrounds and Tilesets

Chapter 8 - Creating Objects

Chapter 9 - Beginning the Level

Chapter 10 - Adding the Level Background

Chapter 11 - Building Levels From Tilesets

Chapter 12 - Levels and Objects

Chapter 13 - Preparing to Script

Chapter 14 - Starting to Code the Player

Chapter 15 - Completing the Player Movement

Chapter 16 - Refining the Player Movement

Chapter 17 - Looking Ahead

Platformer in GameMaker - Volume 2

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Overview

Chapter 3 - Getting Started with Gravity

Chapter 4 - Coding Gravity

Chapter 5 - Refining Gravity

Chapter 6 - Jumping

Chapter 7 - Player States

Chapter 8 - Completing Player States

Chapter 9 - Collision Detection Overview

Chapter 10 - Preparing for Collision Detection

Chapter 11 - Generating Tile Collision Maps

Chapter 12 - Configuring Tile Collision Boxes

Chapter 13 - Completing Tile Collisions

Chapter 14 - Making a Moving Elevator

Chapter 15 - Colliding with Moving Objects

Chapter 16 - Colliding with Powerups

Chapter 17 - Changing the Player Weapon

Chapter 18 - Moving Forwards

Platformer in GameMaker - Volume 3

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Creating Ammo Sprites

Chapter 3 - Adding Polish to the Project

Chapter 4 - Weapons and Firing

Chapter 5 - Ammo Objects

Chapter 6 - Robot Drones and Paths

Chapter 7 - Refining Path Navigation

Chapter 8 - Creating a Health Bar

Chapter 9 - Dealing with Damage

Chapter 10 - Enemy Deaths

Chapter 11 - Introducing Enemy 2

Chapter 12 - Configuring the Ending

Chapter 13 - Line of Sight

Chapter 14 - Introducing the End of Level Boss

Chapter 15 - Configuring the Boss

Chapter 16 - Rotating Turrets

Chapter 17 - Completing the Boss

Platformer in GameMaker - Volume 4

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Adding Music

Chapter 3 - Powerups and Parents

Chapter 4 - Introducing Debugging

Chapter 5 - Debugging with Watches

Chapter 6 - Debug Messages

Chapter 7 - Getting Started with GUIs

Chapter 8 - End of Game Screens

Chapter 9 - Mobile Input Widgets

Chapter 10 - Drawing GUIs

Chapter 11 - Responding to Input

Chapter 12 - Handling Directional Input

Chapter 13 - Building for Desktops

Chapter 14 - Building for HTML5

Chapter 15 - Getting Started with Android Deployment

Chapter 16 - Configuring your IP Address

Chapter 17 - Play Testing for Android

Chapter 18 - Troubleshooting Android Building

Chapter 19 - Working with the Android SDK Tools

Chapter 20 - Android and Sideloading

Chapter 21 - Android and Resolution

Chapter 22 - Conclusion

Platformer in GameMaker - Volume 5

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Chapter 21 - Assembling the Character

Chapter 22 - Character Animation

Chapter 23 - Creating Sound Effects

Resource Files

Chapter 1 - Introduction

Chapter 2 - Course Guidelines

Chapter 3 - Introducing Inkscape

Chapter 4 - Preparing Inkscape Documents

Chapter 5 - Creating Powerup Vector Graphics

Chapter 6 - Creating a Shield Symbol

Chapter 7 - Completing the Shield

Chapter 8 - Using Layer Blend Modes

Chapter 9 - Importing a Background into GIMP

Chapter 10 - Making Seamless Textures

Chapter 11 - Planning Tilesets

Chapter 12 - Creating Tileset Details

Chapter 13 - Assembling the Tileset

Chapter 14 - Using Guides to Arrange Tiles

Chapter 15 - Blocking in the Tileset

Chapter 16 - Creating Pixel Buffers

Chapter 17 - Exporting Tilesets

Chapter 18 - Introducing Anime Studio Pro

Chapter 19 - Exploding the Character

Chapter 20 - Character Rigging

GUIs in GameMaker Studio

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Chapter 1 - Introduction

Chapter 2 - The Problem of Multiple Resolutions

Chapter 3 - Drawing GUI Elements at Screen Center

Chapter 4 - Drawing GUI Elements at the Screen Edges

Chapter 5 - Drawing GUI Elements at Specified Positions

Chapter 6 - Resolution and Image Scaling

Chapter 7 - Aspect Ratio

Chapter 8 - Scaling with Aspect Ratio

Chapter 9 - Menus and Nested Controls

Chapter 10 - Hierarchies and Parents

Chapter 11 - Instances and Names

Chapter 12 - Cascading Transformations

Chapter 13 - Conclusion

Resource Files

Build a Side-Scroller in UE4 - Volume 1

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Chapter 1 - Introduction

Chapter 2 - Breaking Down the Concept

Chapter 3 - Understanding Units

Chapter 4 - Modeling the Base and Supports

Chapter 5 - Modeling the Platform and Vents

Chapter 6 - Modeling the Lights

Chapter 7 - Modeling the Cables and Cameras

Chapter 8 - Texture Planning

Chapter 9 - Texture the Platform

Chapter 10 - Creating Additional Textures

Resource Files

Build a Side-Scroller in UE4 - Volume 2

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Chapter 1 - Introduction

Chapter 2 - Export Prep

Chapter 3 - UE4

Chapter 4 - Building Our Level

Chapter 5 - Materials Intro

Chapter 6 - Building the Materials

Chapter 7 - Material Functions

Chapter 8 - Lighting the Level

Resource Files

2D Adventure Game in Unity - Volume 1

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Chapter 1 - Intro

Chapter 2 - Game Overview

Chapter 3 - Project Creation

Chapter 4 - Importing Asset Packages

Chapter 5 - Importing Custom Assets

Chapter 6 - Texture Configuration

Chapter 7 - Pixel to World Conversions

Chapter 8 - Sprite Editing

Chapter 9 - Atlas Texturing

Chapter 10 - Audio Configuration

Chapter 11 - Creating Materials

Chapter 12 - Audio Mixers

Chapter 13 - Player Settings

Chapter 14 - Player Input

Chapter 15 - Player Quality

Resource Files

2D Adventure Game in Unity - Volume 2

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Chapter 1 - Intro

Chapter 2 - Preparing a Scene

Chapter 3 - Building a Scene

Chapter 4 - Considering Colliders

Chapter 5 - Edge Colliders

Chapter 6 - Completing the Colliders

Chapter 7 - Image Effects

Chapter 8 - Starting a Particle System

Chapter 9 - Completing the Particle System

Chapter 10 - Animating a Moving Platform

Chapter 11 - Scripting a Moving Platform

Chapter 12 - Organizing the Scene

Chapter 13 - Developing a Soundscape

Chapter 14 - Moving Forwards

Resource Files

2D Adventure Game in Unity - Volume 3

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Chapter 1 - Intro

Chapter 2 - Sprite Pivots

Chapter 3 - Building a Character

Chapter 4 - Layering a Character

Chapter 5 - Character Colliders

Chapter 6 - Cross Platform Input

Chapter 7 - Reading Input

Chapter 8 - Moving a Character

Chapter 9 - Changing Direction

Chapter 10 - Starting Jump

Chapter 11 - Grounded Checks

Chapter 12 - Completing Jump

Chapter 13 - Character Animations

Chapter 14 - Blend Trees

Chapter 15 - Input and Blend Trees

Resource Files

2D Adventure Game in Unity - Volume 4

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Chapter 1 - Intro

Chapter 2 - Player Prefab

Chapter 3 - Starting Health

Chapter 4 - Properties

Chapter 5 - Particles and Restarts

Chapter 6 - Player Death

Chapter 7 - Kill Zone

Chapter 8 - Kill Zone Testing

Chapter 9 - Starting Scene Transitions

Chapter 10 - Fade Panels

Chapter 11 - Panel Animation

Chapter 12 - Fade Graphs

Chapter 13 - Scene Endings

Resource Files

2D Adventure Game in Unity - Volume 5

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Chapter 1 - Intro

Chapter 2 - Starting a Turret

Resource Files

Chapter 3 - Ammo and Particle Systems

Chapter 4 - Movers

Chapter 5 - Ammo and Impact

Chapter 6 - Spawning Ammo

Chapter 7 - Setting up a UI HUD

Chapter 8 - Configuring a Health Bar

Chapter 9 - Coding Health

Chapter 10 - Starting an NPC

Chapter 11 - Creating a Conversation Panel

Chapter 12 - NPC Interactions

Chapter 13 - NPC and Quests

Chapter 14 - Quest Givers

Chapter 15 - Quest Items

Chapter 16 - Conclusion

2D Cel Shading in Photoshop

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Resource Files

Chapter 1 - Intro

Chapter 2 - Photoshop Basics

Chapter 3 - Painting Flat Colors

Chapter 4 - Lighting

Chapter 5 - Final Touches 01

Chapter 6 - Final Touches 02

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