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Learn To Create A 2D Rpg In Unity 6

Posted By: ELK1nG
Learn To Create A 2D Rpg In Unity 6

Learn To Create A 2D Rpg In Unity 6
Published 2/2025
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 10.36 GB | Duration: 21h 26m

Create your own RPG game with a complete combat system and different enemies in Unity 6 using C#

What you'll learn

Learn C# from Scratch, An Efficient Language Used in Unity

Gain Experience in Unity 6 – The Latest Version Released in Late 2024

Design, Develop, and Deploy a Complete RPG Project

Implement Various Weapons and Enemies Using Prefabs and Advanced Concepts

Understand Not Only the Fundamentals but Also More Complex Topics

Enhance Game Feel with Visual and Particle Effects

Learn to Refactor Your Code for Improved Quality

Gain Hands-On Experience in EVERY SINGLE LESSON

Write Clean and Expandable C# Code

Boost Development Productivity with Keyboard Shortcuts and Expert Tips

Requirements

No experience needed

Description

Step into the world of game development with a hands-on, project-based course where you'll create your very own 2D RPG game using Unity! In this course, you'll build a fully functional game from scratch that features:Complete combat systemDifferent enemiesSmooth player movementDual combat mechanics with a close-range knife and long-range potion attacksDynamic health systemAnd much more!You'll also learn how to bring your game to life with polished visual effects such as potion trails, dynamic lighting, and particle effects that add that special "game juice" everyone loves. Whether you're a beginner eager to dive in or an intermediate developer looking to enhance your skills, this course provides a clear, step-by-step path to building a complete game project.What You'll LearnUnity Fundamentals & Project Setup: Master the Unity interface, scene setup, asset organization, and the basics of 2D game development.Player & Combat Mechanics: Code fluid player movement and implement a dual-weapon system featuring a short-range knife attack and a long-range potion attack with dynamic visual trails.UI & Health System Integration: Design and integrate an interactive health bar and other essential UI elements to enhance gameplay.Enemy Behavior & AI: Develop diverse enemy characters with unique sprites and both melee and ranged attack capabilities.Polishing Your Game: Incorporate advanced visual effects including dynamic lighting, particle systems, and other enhancements to give your game a professional, polished look.Enroll now to gain the skills and confidence to create your very own 2D RPG game from start to finish, and take your game development journey to the next level!

Overview

Section 1: Introduction

Lecture 1 Download Unity and Integrate Visual Studio Code

Lecture 2 Import Source Project

Lecture 3 How To Make The Most Out Of The Course

Section 2: Unity C# Basics

Lecture 4 Unity C# Basics - Introduction

Lecture 5 Add A Test Script

Lecture 6 Functions

Lecture 7 Variables

Lecture 8 Public vs Private

Lecture 9 Conditionals

Lecture 10 Visual Studio Code Shortcuts

Lecture 11 Unity C# Basics - Conclusion

Section 3: Set Up Project

Lecture 12 Set Up Project - Introduction

Lecture 13 Layout

Lecture 14 Import Images

Lecture 15 Import Audio

Lecture 16 Set Up Project - Conclusion

Section 4: Player Movement

Lecture 17 Player Movement - Introduction

Lecture 18 Create The Player Game Object

Lecture 19 Set Up Player Input

Lecture 20 Create PlayerMovement Script

Lecture 21 Catch A Reference To The RigidBody2D

Lecture 22 Get The Movement Vector

Lecture 23 Move With RigidBody2D

Lecture 24 Time.deltaTime

Lecture 25 Player Movement - Conclusion

Section 5: Player Animation

Lecture 26 Player Animation - Introduction

Lecture 27 Set Up The Animator

Lecture 28 Create Animation Clips

Lecture 29 Play Animations

Lecture 30 Flip SpriteRenderer

Lecture 31 Player Animation - Conclusion

Section 6: Environment

Lecture 32 Environment - Introduction

Lecture 33 Create The Tilemap

Lecture 34 Paint The Environment

Lecture 35 Add Collisions

Lecture 36 Use SpriteAtlas

Lecture 37 Environment - Conclusion

Section 7: Enemy Prefab

Lecture 38 Enemy Prefab - Introduction

Lecture 39 Create Enemy Game Object

Lecture 40 Prefab Enemy

Lecture 41 EnemyData ScriptableObject

Lecture 42 Fill In ScriptableObject Data

Lecture 43 Choose A Random Enemy Sprite

Lecture 44 Create Prefab Variants

Lecture 45 Set Up Weapons

Lecture 46 Change Weapons SpriteRendererer

Lecture 47 Get Direction To Player

Lecture 48 Implement Stopping Distance

Lecture 49 Handle Collisions

Lecture 50 Enemy Prefab - Conclusion

Section 8: Code Refactor: Character Movement

Lecture 51 Code Refactor: Character Movement - Introduction

Lecture 52 Inheritance

Lecture 53 Protected In Variables

Lecture 54 Protected, Virtual And Override In Functions

Lecture 55 Get The RigidBody

Lecture 56 Abstract

Lecture 57 Override SetDirection

Lecture 58 Refactor Enemy Stopping Distance

Lecture 59 Fix Enemy Movement

Lecture 60 Code Refactor: Character Movement - Conclusion

Lecture 61 Extra: Why Not Directly Write Good Code?

Section 9: Player Base Weapon

Lecture 62 Player Base Weapon - Introduction

Lecture 63 Set Up Base Weapon

Lecture 64 Animations

Lecture 65 Connect Animations

Lecture 66 Trigger Animations

Lecture 67 Add Attack Input

Lecture 68 Add Idle Animation Event

Lecture 69 Screen VS World Positions

Lecture 70 Calculate Angle Towards Mouse

Lecture 71 Understand Mouse And Player Positions

Lecture 72 Flip WeaponsContainer

Lecture 73 Player Base Weapon - Conclusion

Section 10: Enemy Base Weapon

Lecture 74 Enemy Base Weapon - Introduction

Lecture 75 Set Up Animator

Lecture 76 Create CharacterSelector Script

Lecture 77 Quick Refactor: Base Weapon

Lecture 78 Start Implementing CharacterSelector

Lecture 79 Why Ifs Are Not The Best Option (Sometimes)

Lecture 80 Solution With Events

Lecture 81 Invoke Events

Lecture 82 Store Events In Dictionaries

Lecture 83 Make Events Functions Abstract

Lecture 84 Enemy Base Weapon - Conclusion

Section 11: Code Refactor: Character Flip

Lecture 85 Code Refactor: Character Flip - Introduction

Lecture 86 Enemy Flip

Lecture 87 Why Should It Be Refactored And How?

Lecture 88 Create CharacterFlip Class

Lecture 89 Declare OnFlipped Event

Lecture 90 Flip Accordingly

Lecture 91 MouseFollowerManager

Lecture 92 Move MouseFollowerManager

Lecture 93 Code Refactor: Character Flip - Conclusion

Section 12: Menu

Lecture 94 Menu - Introduction

Lecture 95 Create And Rename Scenes

Lecture 96 Add Environment

Lecture 97 Canvas Render Mode

Lecture 98 Add UI Elements

Lecture 99 Canvas UI Scale Mode

Lecture 100 ChangeSceneButtonClick Script

Lecture 101 Add Background

Lecture 102 Menu - Conclusion

Section 13: Health Bar UI

Lecture 103 Health Bar - Introduction

Lecture 104 Create HealthBarCanvas

Lecture 105 Health Bar UI

Lecture 106 Create CharacterHealth Script

Lecture 107 Prefab HealthBarCanvas

Lecture 108 Health Bar - Conclusion

Section 14: Knockback

Lecture 109 Knockback - Introduction

Lecture 110 Introduction To Collisions And Triggers

Lecture 111 Collider Types

Lecture 112 Collider Types Interaction

Lecture 113 Triggers

Lecture 114 Detect Collision With Enemies

Lecture 115 Understand The Knockback Logic

Lecture 116 Set Up Knockback

Lecture 117 Knock Back The Correct RigidBody

Lecture 118 Avoid Moving While Being Knocked Back

Lecture 119 Enemy Knockback

Lecture 120 Disable Player Base Weapon Collider If Not Attacking

Lecture 121 Knockback - Conclusion

Section 15: Code Refactor: Knockback

Lecture 122 Code Refactor: Knockback - Introduction

Lecture 123 Player Base Weapon Vs Enemy Base Weapon

Lecture 124 Fix BoxCollider

Lecture 125 Create CharacterCollision Script

Lecture 126 Add Layers

Lecture 127 Quick Code Refactor: Initialize Weapon

Lecture 128 Code Refactor: Knockback - Conclusion

Section 16: Health System

Lecture 129 Health System - Introduction

Lecture 130 Make CharacterHealth An Instance Of CharacterCollision

Lecture 131 Update currentHealth

Lecture 132 Interface Basics

Lecture 133 Create IDeath Interface

Lecture 134 Implement Interface

Lecture 135 Interfaces vs Abstract Classes

Lecture 136 Static Variables

Lecture 137 Health System - Conclusion

Section 17: StateCanvas And GameManager

Lecture 138 StateCanvas And GameManager - Introduction

Lecture 139 Set Up StateCanvas Prefab

Lecture 140 UI Containers

Lecture 141 Create The Different State Canvases

Lecture 142 Create The GameManager Script

Lecture 143 Why Make It Generic?

Lecture 144 Make It Generic

Lecture 145 Show StateCanvas

Lecture 146 ChangeState

Lecture 147 StateCanvas And GameManager - Conclusion

Section 18: Shooter Enemy

Lecture 148 Shooter Enemy - Introduction

Lecture 149 Create Attack Shooter Weapon Animation

Lecture 150 AttackAnimationEvent

Lecture 151 Set Up Projectile Prefab

Lecture 152 The “Best” Way To Sort Objects In Unity

Lecture 153 Instantiate Projectile Prefab

Lecture 154 Move Projectile Towards Player

Lecture 155 The Problem With This Logic

Lecture 156 Destroy Projectiles If Collided With Obstacles

Lecture 157 Shooter Enemy - Conclusion

Section 19: Projectile

Lecture 158 Projectile - Introduction

Lecture 159 Create ProjectileData ScriptableObject

Lecture 160 Randomize Projectile Sprite

Lecture 161 Start To Detect Collisions With The Player

Lecture 162 Fix Enemies Shooting At Each Other

Lecture 163 The Second Option And Quick Code Refactor

Lecture 164 Projectile - Conclusion

Section 20: Player Shooter Weapon

Lecture 165 Player Shooter Weapon - Introduction

Lecture 166 InventoryCanvas

Lecture 167 WeaponButton Script

Lecture 168 Add Shooter Weapon To Player

Lecture 169 Update Weapon

Lecture 170 Quick Fix

Lecture 171 Add Crosshair

Lecture 172 Quick Code Refactor And Canvas Sort Order Fix

Lecture 173 Canvas Vs SpriteRenderer

Lecture 174 Player Shooter Weapon - Conclusion

Section 21: Game Juice: Player Camera

Lecture 175 Game Juice: Player Camera - Introduction

Lecture 176 Install Cinemachine

Lecture 177 Introduction To Cinemachine

Lecture 178 Cinemachine Follow

Lecture 179 Fix Cinemachine UpdateMode

Lecture 180 Add Lerp To WeaponsContainer

Lecture 181 Game Juice: Player Camera - Conclusion

Section 22: Custom Weapon Damage

Lecture 182 Custom Weapon Damage - Introduction

Lecture 183 WeaponData ScriptableObject

Lecture 184 Access The Damage From The ScriptableObject

Lecture 185 Custom Weapon Damage - Conclusion + Clarifications

Section 23: IDestroyable Interface

Lecture 186 IDestroyable Interface - Introduction

Lecture 187 Why To Use Another Interface?

Lecture 188 Problems With These Implementation + Solution

Lecture 189 Quick Refactor damaging.GetWeaponData()

Lecture 190 IDestroyable Interface - Conclusion

Section 24: Game Juice: Projectile Trail

Lecture 191 Game Juice: Projectile Trail - Introduction

Lecture 192 What’s Game Juice And How To Add It?

Lecture 193 Add The TrailRenderer Component

Lecture 194 Fix Projectile Movement

Lecture 195 Create Projectile Main Color

Lecture 196 Use Projectile Main Color

Lecture 197 Game Juice: Projectile Trail - Conclusion

Section 25: Game Juice: Projectile Animations

Lecture 198 Game Juice: Projectile Animations - Introduction

Lecture 199 Rotate Projectile

Lecture 200 Create Spawn And Destroy Animations

Lecture 201 Fine-tune Projectile Animations

Lecture 202 Move With ShooterWeapon While Being Spawned

Lecture 203 Add Acceleration

Lecture 204 Destroy Animation

Lecture 205 Destroy Projectile In A Custom Way

Lecture 206 Manage Projectile Last Position To Fix Destroy Animation Error

Lecture 207 Game Juice: Projectile Animations - Conclusion

Section 26: Game Juice: Explosion Particles

Lecture 208 Game Juice: Explosion Particles - Introduction

Lecture 209 Set Up ExplosionParticles

Lecture 210 Create ExplosionManager

Lecture 211 Modify Particles Color

Lecture 212 Use Particles Color

Lecture 213 Game Juice: Explosion Particles - Conclusion

Section 27: Game Juice: Base Weapon Trail

Lecture 214 Game Juice: Base Weapon Trail - Introduction

Lecture 215 Create TrailRenderer

Lecture 216 Game Juice: Base Weapon Trail - Conclusion

Section 28: Game Juice: Lighting

Lecture 217 Game Juice: Lighting - Introduction

Lecture 218 Base Weapon Light

Lecture 219 Shooter Weapon Light

Lecture 220 Modify Shooter Weapon Light Color

Lecture 221 Add Visual Effects

Lecture 222 Game Juice: Lighting - Conclusion

Section 29: Game Juice: Character Flip Lerp

Lecture 223 Game Juice: Character Flip Lerp - Introduction

Lecture 224 Set Up Coroutine

Lecture 225 Add Lerp Logic

Lecture 226 Only Lerp Certain Objects + Code Refactor

Lecture 227 Lerp MouseFollowerManager

Lecture 228 Game Juice: Character Flip Lerp - Conclusion

Section 30: Game Juice: Character Flash

Lecture 229 Game Juice: Character Flash - Introduction

Lecture 230 Set Up FlashRoutine

Lecture 231 FlashMaterial

Lecture 232 Change Materials

Lecture 233 Game Juice: Character Flash - Conclusion

Section 31: Game Juice: Scene Transitions

Lecture 234 Game Juice: Scene Transitions - Introduction

Lecture 235 Create The Canvas

Lecture 236 Set Up Animations

Lecture 237 Managers Vs Singletons

Lecture 238 Use Animations

Lecture 239 Fix Small Stuff

Lecture 240 Handle Exit Times

Lecture 241 Avoid Clicking Buttons While Fading

Lecture 242 Game Juice: Scene Transitions - Conclusion

Section 32: Audio

Lecture 243 Audio - Introduction

Lecture 244 Create AudioManager Script

Lecture 245 Play Audio

Lecture 246 Play Music

Lecture 247 Audio - Conclusion

Section 33: Last Touches And Building For Windows

Lecture 248 Last Touches And Building For Windows - Introduction

Lecture 249 StateCanvas UI Animation

Lecture 250 Fix Enemies Static Variable

Lecture 251 Add EnemyAnimationTimeRandomizer

Lecture 252 Delete Out Of View Projectiles

Lecture 253 Build For Windows

Lecture 254 Last Touches And Building For Windows - Conclusion

Section 34: Conclusion

Lecture 255 Conclusion!

Anyone passionate about game development and ready to transform creative ideas into a finished game project,Aspiring game developers eager to learn Unity and build their first complete 2D RPG game,Indie developers who want a practical, project-based approach to creating engaging gameplay mechanics and stunning visual effects,Hobbyists and programmers looking to expand their skillset with hands-on game design and development techniques