Last updated 1/2023Course Language EnglishCourse Caption English [Auto], Korean [Auto]Course Length 52:39:58 to be exact 189598 seconds!Number of Lectures 230
This course includes:
52.5 hours hours of on-demand video
6 article
Full lifetime access
Access on mobile and TV
Certificate of completion
6 additional resources
How to code games in Unreal Engine 5
An RPG action game with a third-person character
Combat with swords and other melee weapons
Creation of enemies that attack the player
Health bars and player stats
Unreal Engine 5's Open World system
Level design and creation of realistic scenes with Quixel Megascans
Motion Warping, Unreal Engine 5's new system for customized root motion animations
Particle effects like blood splatter and weapon trails
Unreal Engine 5's new MetaSounds system and high-quality sounds in game
Best coding practices for coding games in Unreal Engine 5
Use of data structures and algorithms for games
Design patterns used in Unreal Engine
Creation of multiple types of enemies, from humanoids wielding weapons to monsters and other creatures
Importing entire dungeon levels into our Open World map with Packed Level Instances
Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game!This course will take you from beginner to hero as we create everything in this course project from scratch. Learn Unreal Engine 5's new features from Open World maps, Quixel Bridge megascans for ultra-realistic environments, landscape sculpting and painting, dungeons, free-roaming creatures and humanoids with various weapons, breakable objects that spawn treasure, and more!Slay your way through your open world level, hacking and slashing creatures, breaking pots and collecting treasure and souls, and try to keep your health and stamina high! We will implement enemy behavior that can be reused for various creature types, including gruntlings, raptors, insects, and golems. Code your character to be able to pick up and equip better and better weapons as she slays stronger and stronger monsters and collects loot.We will cover new Unreal Engine 5 features such as Motion Warping, Meta Sounds, Linked Anim Graphs, UE5's new retargeting system with IK Rigs and IK Retargeters, Leg IK with Control Rigs, visual effect creation in Niagara, and more!We'll start with a completely empty level and add everything from sky and atmosphere, nature, trees and plants, and we'll even import an entire dungeon level with the use of UE5's new Packed Level Instance feature.We will cover vectors and game development mathematics in a full math section to prepare you for gameplay programming before diving in and creating our first C++ class.We will then learn Unreal Engine's class hierarchy, creating a basic Actor, learning about trigonometry as we use the sine function to give our items floating behavior.We then create a Bird using the Pawn class so we can fly around our level and get a literal bird's-eye view.We then create our Character class, using Echo from the Valley of the Ancient Epic-released free project, a beautiful and lifelike humanoid with cloth physics on her scarf and garments.We implement weapon equipping and combat. We learn how to calculate directional hit reactions, using root motion animations to make our enemies stumble in the correct direction based on the direction of impact.We give our enemies patrolling behavior, then chasing and attacking behavior. We make our enemies smarter with the use of UE5's new Motion Warping system, warping our enemy's location and rotation to make it hit the target more frequently, and making it harder to move out of harm's way.We then give Echo a fighting chance, by implementing a dodge ability, similar to Dark Souls and Elden Ring. She can dodge out of the way while the enemy swings fervently, making them miss so we can move in to counter-attack.We make breakable pots and vases using the Chaos destruction system, and these breakables spawn treasure when we break them, allowing us to collect loot and increment our gold count in the HUD.We create a beautiful Soul effect in Niagara, and make enemies spawn souls upon death so we can gain experience points.We learn how to make enemies stronger with an Attribute component, giving them varying levels of health and damage, and soul spawn counts.We use UE5's new Animation Blueprint Templates to reuse all of our enemy code to create different types of enemies, from humanoids that wield weapons to creatures that bite, sting, and smash.Get your RPG project started with this amazing course, which is the product of nearly a decade of professional Unreal Engine experience and teaching.This course is in a whole new universe than the original UE4 version I created four years ago! Benefit from years of learning, teaching, and implementing Unreal's newly evolved system with its cutting-edge game creation capabilities!This is my most well-taught course yet, and by far the most beautiful game project of all my courses on Udemy thus far.Join me and let's have a ton of fun creating the start of an action RPG hack-and-slash Open World game in Unreal Engine 5! Who this course is for:Beginners to Unreal Engine who have some understanding of the C++ programming languageThose who wish to get into game development in Unreal EngineThose who wish to learn the new features of Unreal Engine 5Anyone who wants to make their own gamesGame developers who want to solidify their understanding of Unreal EngineThose who are interested in making RPG Open World style gamesThose who want to learn how to implement Souls-like combat mechanics
Course Content:
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8 Lectures | 01:19:51
Introduction
09:54
How to Get Help
06:34
We cover the various resources and ways to get help for this course, as well as the Druid Mechanics Discord community, a place where you can get to know other students and discuss issues related to this course!
Installing Unreal Engine 5
11:02
We install the Epic Games Launcher and the latest version of Unreal Engine 5
The Level Editor Viewport
09:44
We look at the Level Editor Viewport and learn how to maneuver throughout the world
View Modes
12:36
We learn how to look at our world in different ways
Object Manipulation
11:45
We learn how to select and manipulate objects in our world
Panels
10:43
We learn about the Outliner, Details, Content Browser, and Place Actors Panels in the Level Editor
Section 1 Challenge
07:33
We are challenged to test what we've learned in this section and share it with the community!
15 Lectures | 03:51:43
Quixel Bridge
09:53
We enable Quixel Bridge to access countless free megascans to build a realistic world
Open World
03:51
We discuss the new Open World feature in Unreal Engine 5 and how it works
Lighting and Atmosphere
18:04
We learn about the different types of objects associated with a scene's lighting and atmosphere
Landscape
22:26
We create a landscape and learn how to shape and sculpt it
11 - Landscape Material
21:37
We learn how to combine multiple surfaces into a single Landscape Material and switch between layers
Landscape Painting
13:18
We paint our landscape using the various layers in our Landscape Material
Foliage Painting
18:47
We learn how to paint foliage onto our landscape
More Foliage Painting
27:36
We add more foliage and paint bushes, shrubs and even trees onto the landscape
Post Process Volume
08:53
We create a Post Process Volume to fine-tune the appearance of our scene
Forest Polish Up
25:11
We add the finishing touches to the forest, including more grass and rocks, sticks and branches
If You Get This Popup While Migrating...
00:11
Packed Level Actors
15:32
We learn how to pack geometry into small levels and instance them into the scene
Mountains
16:58
We add mountains and use groups of rocks to create Packed Level Actors
Level Instances
25:42
We learn how to instance entire levels and bring in a dungeon from the marketplace into our world
Section 2 Challenge
03:44
We are challenged to place bookmarks and take high-resolution screenshots of our levels and share them with the community!
10 Lectures | 01:26:01
Coordinates
05:48
We discuss how locations in space can be represented by coordinates
Vectors
06:23
We discuss the mathematical definition of the vector
Vector Examples
12:34
We look at some game-related examples of vectors
Vector Operations
10:36
We discuss basic vector operations such as multiplication by a scalar, vector addition, and vector subtraction
Vector Operations Examples
14:18
We work out some game-related vector operation examples
Vector Magnitude
07:24
We learn how to mathematically calculate the length, or magnitude, of a vector
Vector Magnitude Examples
16:17
We learn how the formula for a vector's magnitude can be extended to 3 dimensions and work an example
Vector Normalization
06:08
We learn that it's sometimes useful to have vectors with a length of 1, and that these are called normalized vectors
Rotators
05:06
We learn about Yaw, Pitch, and Roll, and how these are rotational values for an object stored in a mathematical construct known as a Rotator
Section 3 Challenge
01:27
We are challenged to think of a situation where we would need vector operations in game development
5 Lectures | 39:31
Integrated Development Environment (IDE)
02:34
We discuss compatible IDEs for Unreal Engine and which one I recommend
Setting up Visual Studio
14:39
We install and set up Visual Studio 2022 and configure it properly for Unreal Engine.
C++ Refresher
15:17
We go over the most important concepts from C++ that we will be taking advantage of in Unreal Engine 5
Reflection and Garbage Collection
04:42
Unreal Engine uses the concepts of Reflection and Garbage Collection. We learn what those things are and how they work in Unreal Engine
Section 4 Challenge
02:19
We are challenged to explain a difficult concept from C++ in our own words
9 Lectures | 01:59:16
Actor Creation
15:24
We create our first Unreal Engine C++ class and take a look at what it starts out with
Blueprint Creation
20:52
We create a Blueprint based on our first Actor
Onscreen Debug Messages
15:26
We learn how to print debug messages to the screen from C++
Formatting Strings
17:26
We learn how strings can be formatted using the FString::Printf function
Drawing Debug Spheres
19:23
We learn how to draw debug spheres in Blueprint and C++
Drawing Debug Lines
13:43
We learn how to draw debug lines
Drawing Debug Points
09:47
We learn how to draw debug points
Custom Header Files
05:24
We create a custom header file for our debug macros
Section 5 Challenge
01:51
We are challenged to look into the other debug functions and see how they work
13 Lectures | 02:18:44
SetActorLocation
04:17
We learn how to set the location of an Actor in Blueprint and C++
SetActorRotation
04:10
We learn how to set the rotation of an Actor in Blueprint and C++
Actor World Offset
16:19
We learn how to add an offset to our Actor so we can move it with code
Trig Functions
13:39
We learn the basics of trigonometry and the relationship of the sine function to angles and triangles
The Sine Function
15:23
We apply the sine function to our Actor to make it rise and sink
Exposing Variables to Blueprint
09:51
We learn about the UPROPERTY macro and specifiers that allow us to expose variables to Blueprint
Visible But Not Editable
06:05
We learn how to expose variables to the event graph but prevent them from being edited
Exposing Variables to the Event Graph
11:26
We now learn how we can expose variables to the Blueprint Event Graph so they can be changed at runtime
Exposing Functions to Blueprint
13:45
We learn about the UFUNCTION macro and how to expose functions and make our sine function callable in Blueprint
Template Functions
11:15
We learn about template functions and create one of our own
Components
15:31
We learn how to add components to an Actor Blueprint and reassign the Root component
Components in C++
15:29
We learn about Default Objects for classes and components and we create a component in C++
Section 6 Challenge
01:34
We are challenged to make our Item rotate
13 Lectures | 02:17:36
The Pawn Class
08:29
We create a Bird class based on Pawn
Capsule Component
14:39
We add a Capsule Component to our Bird class
Forward Declaration
18:24
We learn the importance of forward declaration and what happens when we don't use it
Skeletal Mesh Components
15:00
We learn how Skeletal Mesh Components have a Skeleton asset and that they can be animated
Enhanced Input
01:05
We will be converting the project to use Enhanced Input! Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
Binding Inputs
20:49
We learn about Unreal Engine's input system and assign Axis Mappings to keyboard input
Enhanced Input for Movement
00:12
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
Adding Movement Input
10:01
We learn how to bind callback functions to our input Axis Mappings
Camera and Spring Arm
15:34
We add Camera and Spring Arm Components to our Bird and about the capabilities of the Spring Arm
Enhanced Input for Controller Input
00:12
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
Adding Controller Input
23:04
We learn about how to add input to the Controller to rotate it and let our Pawn follow its rotation
Setting the Default Pawn
08:59
We learn how to specify which Pawn is used by the Game Mode
Section 7 Challenge
01:08
We are challenged to fly our Bird throughout our Open World map and take some high resolution screenshots!
9 Lectures | 01:30:15
The Character Class
11:29
We create our first Character class based on ACharacter
Enhanced Input for the Character
00:26
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
Character Inputs
11:31
We set up movement functions for input
Character Camera and SpringArm
20:19
We add the Camera and Spring Arm Components to our Character class
The Rotation Matrix
10:11
We learn about the Rotation Matrix, a tool we can use to get the forward direction of our Controller
Controller Directions
16:12
We use the Rotation Matrix in code to get our Controller's forward direction
Hair and Eyebrows
14:20
We use the Groom Component to give Echo hair and eyebrows!
Custom Hair Color
03:17
We learn how to change the color of the hair in our Groom Components
Section 8 Challenge
02:30
We are challenged to customize Echo's hair to our liking, and see if we can find anything else we can customize
6 Lectures | 02:08:22
The Animation Blueprint
30:01
We create an Animation Blueprint to drive Echo's poses based on gameplay
The Anim Instance
24:09
We create the C++ class for our Animation Blueprint to be derived from
Jumping
07:20
We implement jumping for Echo
Jump Animations
13:45
We add jumping animations to our Animation Blueprint
Inverse Kinematics
51:21
We learn how to use Inverse Kinematics to place Echo's feet correctly when standing on a slope
Section 9 Challenge
01:46
We are given the challenge to rotate Echo's feet when standing on a slope
6 Lectures | 01:20:16
Collision Presets
25:56
We learn about the Collision Presets for components and how they control interactions between components
Overlap Events
12:32
We learn how to implement Overlap Events in Blueprint before moving into C++
Delegates
09:52
We learn how Overlap Events in C++ are Delegates and how Delegates work
On Component Begin Overlap
20:10
We learn how to implement Overlap Events in C++ using built-in Delegates
On Component End Overlap
10:04
We implement an End Overlap Event in C++
Section 10 Challenge
01:42
We are challenged to find assets for various types of items in our game project from Quixel Bridge and other sources
12 Lectures | 02:32:43
The Weapon Class
11:50
We create a Weapon class based on Item so we can inherit all the properties from Item
Sockets
04:53
We learn how to add sockets to a skeleton so we can attach meshes to them
Downloading Animations
12:18
We find some free animation assets and download them for our project
IK Rig
18:32
We create an IK Rig asset so we can retarget animations from the Mixamo skeleton to Echo
IK Retargeter
08:46
We create an IK Retargeter asset that we can use to retarget animations from the Mixamo skeleton to any other skeleton
Attaching the Sword
19:30
We learn how we can attach the sword to the socket on Echo's right hand
Picking Up Items
17:14
We learn how to pick up items and use our code for attaching the weapon to Echo's hand
Enum for Character State
22:32
We create an enum to keep track of our character state. This allows us to switch poses based on whether or not we have a weapon equipped.
Switching Animation Poses
10:01
We switch animation poses based on our character state enum
Equipped Animations
08:15
We use Equipping animations so we can place the sword on Echo's back and remove it.
Multiple Animation Blueprints
17:45
We learn how to link multiple Animation Blueprints together using Linked Anim Graphs so we can organize different behaviors into their own Animation Blueprints
Section 11 Challenge
01:07
We are challenged to find two-handed animations and get some practice retargeting them to Echo
15 Lectures | 03:24:16
Animation Montages
18:56
We learn how to make Animation Montages so we can play animations in response to gameplay logic
Playing Montages from C++
12:22
We learn how to play an Animation Montage from a function call in C++
Attacking State
13:07
We create an enum state so we can know when we're attacking
Resetting the Action State
18:25
We reset the Action State so we can attack again
Item State
09:47
We create an enum for the Item State so the Item can hover when it's appropriate
Sound Notifies and Meta Sounds
27:14
We learn how to add sound notifies and make Meta Sounds
Meta Sounds for Footsteps
21:50
We create Meta Sounds for footsteps
Fixing Foot Placement
05:49
We fix the foot placement for our Character in our Control Rig
Putting the Sword Away
19:55
We learn how we can put the sword away when we're not using it
Playing Arm and Disarm Animations
03:04
We set up montages for arming and disarming the sword
Attaching the Sword to the Back
19:17
We learn how to attach our weapon to our Character's back when disarming
Equip and Unequip Sounds
20:16
We implement sounds for when equipping and unequipping our weapon
Editing Animations
10:42
We learn how we can edit animations in the Unreal Engine editor
Section 12 Challenge: Option A
01:57
We are challenged to get more attack animations and retarget them to Echo
Section 12 Challenge: Option B
01:35
We are challenged to duplicate one of our attacks and edit the animation so the sword swings low
19 Lectures | 04:25:27
Collision Box
07:38
We add a Box Component to our Weapon class to detect overlaps
Tracing
19:43
We learn how tracing works in Unreal Engine and how we can trace with various shapes
Box Trace in C++
30:58
We implement a box trace in C++ to detect an exact hit point for our weapon
Dynamic Arrays
08:43
We learn how dynamic arrays work in C++ and the implementation of the TArray container
Disabling Weapon Box Collision
14:08
We disable and enable our weapon's Box Component collision at appropriate times while attacking
Unreal Interfaces
07:25
We learn how the use of Interfaces is a good way to implement objects getting hit in the game
Enemies
13:20
We create our first Enemy class!
Root Motion Animations
22:40
We learn why a Skeleton needs a root component in order to use Root Motion animations in the engine
Implementing Interfaces
16:07
We implement our interface by creating a generic GetHit function for objects we are hitting with our weapon
Hit React Montage
05:07
We create a Montage for our Enemy to play when getting hit
Playing the Hit React Montage
11:47
We learn how to play the Hit React Montage for the Enemy
Dot Product
22:33
We learn about the Dot Product, a vector operation that we can use to find the angle between two vectors
Cross Product
08:05
We learn about the Cross Product, a vector operation that can allow us to know whether the angle between two vectors should be positive or negative
Directional Hit Reactions
05:49
We make use of our Dot and Cross products to play directional hit reactions based on the direction of impact
One Hit Per Swing
09:21
We make sure our weapon only hits the same Actor once per swing with the use of TArrays
Hit Sounds
20:37
We implement hit sounds when we hit an Enemy
Hit Particles
24:02
We implement blood hit particles when we hit an Enemy
Weapon Trails
16:09
We add a notify state to our attack Montage so we can get a weapon trail behind our sword
Section 13 Challenge
01:15
We are challenged to add more sound effects to our atack Montage!
7 Lectures | 01:07:09
Destructible Meshes
07:45
We learn how to use Fracture Mode to fracture meshes and create Geometry Collections
Field System Actors
14:59
We create a Field System Actor so we can use force fields to shatter our breakable objects
Creating Fields with Weapons
12:16
We create Force Fields with our Weapon so we can break objects by swinging Weapons
Breakable Actor
11:30
We create our own Breakable Actor class
Blueprint Native Event
09:25
We use the Blueprint Native Event to get a function partially implemented in both C++ and Blueprint
Breaking Sounds
10:07
We add breaking sounds to our project so we can hear our pots shatter
Section 14 Challenge
01:07
We are challenged to fracture more meshes and make more breakable objects
8 Lectures | 02:16:33
Treasure
18:09
We gather assets for Treasure and create our own Treasure class
Spawning Actors
07:38
We learn how to spawn Actors from Blueprint
Spawning Actors from C++
22:59
We take what we learned in the previous section and do it from C++
Different Types of Treasure
29:26
We create various types of Treasure items
Different Types of Breakables
28:06
We create various types of Breakable items that spawn Treasure at random
Niagara Effects
18:42
We create our very own Niagara Systems to show a sparkle on Items we can pick up
Niagara Components
10:37
We add a Niagara Component to our Weapon class so it has glowing embers
Section 15 Challenge
00:56
We are challenged to create more Treasure types
11 Lectures | 02:27:54
Actor Components
14:54
We create an Attribute Component to store attributes like Health and Gold
Widget Components
14:23
We learn about Widget Components and how we can use them for Enemy Health Bars
User Widget Class
09:41
We learn about the User Widget class, a base class for Widget Blueprints
Setting the Health Percent
13:06
We learn about how to set the percent on a Progress Bar
Damage
24:59
We learn how to apply and take damage in Unreal Engine
Custom Health Bars
08:04
We use our own custom health bar assets for the Enemy's Health Bar Widget
Enemy Death Animations
11:19
We download Death animations for our enemy
Enemy Death
10:17
We implement Death for the Enemy class
Death Poses
24:15
We implement Death Poses for the Enemy once it dies
Polishing Enemy Death
13:42
We polish up the functionality for our Enemy's Death mechanics
Section 16 Challenge
03:14
We are challenged to implement two-handed weapons for our Character
13 Lectures | 03:10:32
Making Enemies Move
27:44
We learn how to use AI navigation to make AI characters move in the level
Enemy Movement Anims
09:07
We get some animations for our enemy's patrolling, chasing, and attacking behavior
Blendspaces
14:40
We learn how Blendspaces can be used to blend between Idle, Walk, and Run animations
Patrol Targets
17:51
We learn how we can use Actors as targets for our enemy AI to move to
Selecting Patrol Targets
18:43
We devise an algorithm for selecting a patrol target at random from an array
Patrol Wait Time
20:21
We learn how timers can be used to set a delay in C++ and use this for our enemy AI
Pawn Sensing Component
16:21
We add a Pawn Sensing Component to our Enemy so they can perceive the player
Enemy States
12:29
We add the ability for our Enemy to have various gameplay states we can check
Enemies Losing Interest
03:12
We add the ability for the Enemy to lose interest in the player
Attack Radius
08:54
We add an Attack Radius around our enemy so it will agro the player when close
Agro When Hit
04:48
We agro the enemy when hit by an attack from the player
Weapon Alterations
35:10
We learn how to alter the various weapon meshes to make them all consistently work with our hand socket
Section 17 Challenge
01:12
We are challenged to find new weapon assets and fix their origins in Blender if they aren't consisten with our other weapons
10 Lectures | 04:33:33
Using Inheritance
47:03
We learn how to use inheritance to inherit traits from a base class in both our Character and Enemy classes
Enemy Base Blueprint
11:54
We create the base Blueprint for the Enemy class
Enemy Weapon
19:13
We add a weapon to the Enemy Blueprint
Enemy Attack Montage
17:55
We create an attack montage for our Enemy class
Enemy Attack Timer
46:17
We create an attack timer so our enemy waits between attacks
Refactoring Montage Functions
35:21
We refactor our montage functions so they are more robust and modular
Engaged State
11:06
We add an engaged state so we know when our enemy is swinging the sword
Finishing Refactoring
48:14
We finish refactoring our Enemy class
Hitting the Character
35:05
We implement functionality for the enemy to hit the character
Section 18 Challenge
01:25
We are challenged to add sounds to the enemy death animations
9 Lectures | 02:27:25
IK Rig for the Paladin
23:36
We make an IK Rig for the Paladin so we can retarget animations from it
Echo Hit React Montage
08:41
We create a Hit React montage for Echo
Echo Gets Hit
07:05
It's time to implement functionality for when Echo gets hit!
Hit Reaction State
14:47
We create a state for when hit reacting
Improving Directional Hit React
11:09
We make some improvements to the directional hit reaction algorithm
Root Motion Attacks
17:47
We get some root motion attacks into our project so we can use them!
Motion Warping
32:28
We learn about Motion Warping, what it is, and how we can use it to improve combat
Fixing Warp Targets
29:49
We further refine motion warping so we get more customized behavior
Section 19 Challenge
02:03
We are challenged to add motion warping to Echo's attacks
10 Lectures | 02:04:23
Echo's Health
03:29
We add the ability for Echo to take damage and affect her Health attribute
Echo Health Bar
22:22
We get some special health bar assets for Echo!
Slash Overlay
15:32
We create an overlay to show Echo's health, stamina, souls and gold!
SlashHUD
14:49
We make the SlashHUD class and use it for Echo
Setting the HUD from C++
13:33
We add the ability to set Echo's Health and other Stats from C++
Updating HUD Health
09:09
We update the Health in the HUD for Echo
Echo's Death Montage
09:42
We create a death montage for Echo
Playing Echo's Death Montage
25:52
We add the ability to play Echo's death montage when her health reaches zero
Stop Enemy Attacks
08:59
We stop Enemies from attacking when they shouldn't
Section 20 Challenge
00:56
We are challenged with making the Enemies ignore Echo if she's dead
10 Lectures | 02:03:20
Souls Niagara System
21:25
We create a Niagara system for Souls
Soul Class
12:40
We create the Soul class for Souls
Pickup Interface
12:44
We create a Pickup interface to decouple our classes and keep them all independent of one another
Soul Pickup Effects
17:05
We create pickup effects for the Soul
Soul and Gold Attributes
11:58
We take care of updating the Souls and Gold attributes using our Pickup Interface
Enemies Spawning Souls
11:23
We implement spawning souls when we eliminate enemies
Dodge Animation
06:32
We get Echo a dodge animation
Dodge Montage
12:27
We create Echo's dodge montage
Stamina
14:44
We implement stamina and use it to pay for the dodge ability
Section 21 Challenge
02:22
We are challenged with creating a Health pickup using what we've learned with the Souls and Gold pickups
12 Lectures | 03:15:06
Animation Blueprint Templates
22:35
We learn about Animation Blueprint Templates and how they can be used for multiple types of Enemies
Raptor
15:33
We create the Raptor Enemy Type
Raptor Attacks
10:34
We get some attack animations for the Raptor
Raptor Attack Montage
26:13
We create the Raptor's Attack montage
Raptor Hit React
18:13
We create the Raptor's Hit React Montage
Raptor Sound Effects
12:11
We add sound effects to the Raptor's animations
Insect
32:01
We create an Insect Enemy type
Soul Drift
33:03
We implement a soul drift so the soul drifts to the ground upon spawning
Assignment - New Enemies
10:25
We are given the assignment to make new enemies and weapons for our game project!
Section 21 Challenge
05:42
We are challenged to fill out our level with Enemies, Weapons, Pots and Vases!!
My Level and Course Conclusion
08:18
You finished the course! Congratulations!
Bonus Lecture **Coming Soon!** Congratulations!!!
00:18
Bonus lecture about the next steps forward
4.8
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Does Udemy offer Free Udemy coupons?
Yes, Udemy is the largest online education platform, with the broadest selection of video-on-demand courses and qualified instructors available to meet your needs. At theprogrammingbuddy.club we curate the latest udemy coupons, their expiry, and the number of uses left of these udemy coupons.
How to get free Udemy courses?
There are two ways to get free Udemy courses:
Go to udemy.com and search for your desired course category. Then select free from the filter options.
You can also get paid courses for free if you have a coupon. You can head to theprogrammingbuddy.club, where you can get a daily udemy paid course for free.
How to get Udemy Certificates for free?
Udemy offers certification on completion of each course. In order to receive a certificate of completion from Udemy, you need to complete your course 100%. There is a simple hack, you can open a video and jump on the timeline to complete a lecture.
To download the certificate from Udemy, you need to head over to your account on a desktop browser. Udemy certificates can't be accessed on the mobile app.
Do Udemy courses expire?
No, once you enroll, you will have lifetime access to the course. You can complete the course on your schedule.
Why are the Udemy instructors giving away free Udemy Coupons?
Every instructor has worked for hours on each of their courses. As new courses get launched, the instructors have no way to get their course in front of an audience to get some feedback. So, instructors share free coupons for their courses to get feedback from the students. We attheprogrammingbuddy.club work with these instructors to get their courses available to our buddies.
Is Udemy safe to use?
Yes, payments on Udemy are safe. It is no different than paying for other services on an application or website and inputting your payment information before receiving your goods. Just be sure to keep your account secure, do not share your udemy accounts.
Can Udemy courses get you a job?
Earning a skill is more valuable than earning a job these days. Skills are your most valuable asset. They can help you qualify for jobs you want and get promoted to more advanced positions within your organization. Unfortunately, it is difficult for many people to balance taking courses with work and family obligations. We have had many students, who have taken just Udemy courses, started a job as well as started freelancing with the skills they have learned.