ACTION GAME MAKER from Scratch: Table of Contents
Chapter 1: Learn about Godot Engine and ACTION GAME MAKER
In Chapter 1, you will learn the basic operations of Godot and the features of ACTION GAME MAKER.
- Introduction
- ACTION GAME MAKER and Godot Engine
- Get Familiar with Godot Engine First
- Godot Screen Layout
- Let’s Create a “Scene”
- Let’s Place “Nodes” in a “Scene”
- Let’s Operate the Editor Screen
- Let’s Change the Color of the White Rectangle (ColorRect) in the Inspector
- Let’s Add a “Node” to Draw Images in a “Scene”
- Learn about Node Display Order
- Learn the Concept of “Child Nodes”
- Review of Chapter 1
Chapter 2: Let’s Create a Simple Stage!
In Chapter 2, we will make it possible for the player to move around a small stage.
- Learn about “Game Scene” and “Game Objects”
- Create a “Game Scene”
- Set the “Initial Scene”
- Let’s Set “Tiles”
- Let’s Place “Tiles”
- Set the “Input Map (Controls)”
- Create a “Game Object” Scene
- Learn the Structure of “Game Objects”
- Set the Player Sprite to Sprite2D
- Create Animations with the AnimationPlayer Node
- Create an Animation Set
- Adjust Player Settings
- Move Characters with “Visual Scripting”
- Create a “State”
- Connect “States” with “Links”
- Review of Chapter 2
Chapter 3: Let’s Be Able to Shoot Bullets and Defeat Enemies
In Chapter 3, you will learn about attacks/taking damage and creating enemies.
- Attack and Taking Damage in “ACTION GAME MAKER”
- Create a “Bullet” Object
- Adjust the Attack Hitbox of the “Bullet”
- Set the Script for the “Bullet”
- Modify the “Player” Object to Be Able to Shoot Bullets
- A. Create an Animation for Firing Bullets
- B. Add and Configure the “BulletsSettings” Node
- C: Add and Configure the “Connector” Node
- D. Add a State for Firing Bullets
- Create an “Enemy” Object
- Image and Animation Settings for “Enemy”
- Adjust the “BaseSettings” for “Enemy”
- Adjust the “Hitbox” for “Enemy”
- Adjust the “Attack Hitbox” for “Enemy”
- Set the Script for “Enemy”
- Add Damage Processing to the “Player”
- Add “Taking Damage” Animation and Animation Set
- Adjust Invincibility Time in “BaseSettings”
- Adjust “Attack Hitbox” and “Hitbox”
- Create a Script for “Taking Damage”
- Review of Chapter 3
Chapter 4: Make It Work as a “Game”
In Chapter 4, we will establish rules to make the game playable.
- Expand Stage 1
- Make the Camera Follow the Player
- Add “Knockback” to the Player: Create Particles
- Add “Knockback” to the Player’s Visual Script
- Create an “HP Bar”
- Set “Knockback from Falling”
- Consider “Clear by Defeating 5 Enemies”: Handling Variables
- https://guild.rpgmakerofficial.com/t/topic/879/9#p-2136-h-1
- Add an Action to the “Enemy” Object’s “Disappear” State
- Create the UI Object “Remaining Enemies Counter”
- Set the Visual Script for “Remaining Enemies Counter” (Variable Display Section)
- Create a Clear Effect
- Review of Chapter 4
Chapter 5: Enhance Game Effects and Export
In Chapter 5, we will enhance the game’s effects and export it so anyone can play.
- Create a “Parallax Background”
- Add “Knockback” to Enemies
- Add “Sound”: Managing Sound in ACTION GAME MAKER
- Set SE for the Player
- Set SE for Enemies
- Set Stage BGM and Stage Clear SE
- Set the “Title Screen”
- Create a Game Object for the “Title Logo”
- Create a Scene Transition from “Title Screen” to “Stage 1”
- Let’s Export the Game
- Conclusion