Juice lesson made me grin
Adding screen shake and squash to my game made it feel ten times better in an afternoon.
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Learn scenes, nodes, signals and GDScript by building a complete platformer with tight controls, enemies, levels and a web export
Created by Hana Takeda
Godot is a free and open source game engine that has become a popular choice for indie developers and game jams. It is small, starts in seconds, runs on Windows, macOS and Linux, and its scripting language, GDScript, is easy to read for beginners.
In this course you build Moss, a 2D platformer with a small hero who runs, jumps and collects seeds across four levels. Along the way you learn how Godot thinks: everything is a node, nodes form scenes, and scenes talk to each other through signals.
A platformer lives or dies by how the jump feels. We spend a whole section tuning movement and explaining the small tricks that make controls feel responsive, the same techniques used in many well loved indie games.
You do not need any programming or game development experience. Free placeholder art and sounds are included in the project files, so you can focus on building. If you already code in another language, you will move through the GDScript lessons quickly.
Indie game developer teaching Godot, Unity and the maths that makes games feel right
I make small indie games and game jam prototypes, mostly in Godot and Unity. I care a lot about game feel: how a jump responds, how a camera follows, how a hit lands. Most of that comes down to a few lines of maths and careful tuning.
My courses are project based. You build a playable game in each one, and every section ends with something you can actually play and show to a friend.
I teach beginners who have never opened a game engine, as well as programmers who know how to code but have never thought about frames, physics or input.
Adding screen shake and squash to my game made it feel ten times better in an afternoon.
I have started many tutorials and never finished a game. Moss is done and on itch.io, and my kids play it.
Coyote time and jump buffering made such a difference. Hana explains why each trick works, not only how.
Typed GDScript from the start was a good choice. The enemy section could have one more example.
Call down, signal up is now how I structure every scene. Great explanation.
Very thorough on tiles and terrains. The web export lesson saved me a lot of trial and error.
Programming parts are excellent. I hoped for a little more about making my own pixel art.