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Now it's finally time to get into the core of this course, which is actually making the 2D action platformer.
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Over the remaining sections, you'll learn all of the necessary steps and best practices to create a
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game like this in section four, which you're watching.
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Currently, we'll cover the basics such as importing sprites, creating the character blueprint, setting
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up input bindings, setting up character animations, and how to make the character move.
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Section five will be all about creating the player's projectiles, which will be our main method of
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attack.
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We'll first create the projectile by itself and cover collision settings, and after that, actually
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make the player character play an animation and shoot the projectile at the correct position.
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Lastly, we'll also implement a system that limits the maximum amount of shots that can be active on
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the screen at any given time, which is important for performance, but also as some game design implications
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which we'll get into.
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Section six will be all about setting up a health and damage system.
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We'll create the health system in a modular fashion so it is clean, and that we can use it for both
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the player and all of the different enemies we'll build.
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We'll also cover how to implement material flashing on damage for better readability, and also how
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to knock back and stun the player when receiving damage.
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In section seven, we'll implement a lot of the advanced player abilities.
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First, we'll use the Enhanced Input System to set up a charge shot mechanic.
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This will allow us to hold the shoot button to charge up a stronger version of the projectile, and
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shoot it when letting go.
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We'll also go into how to use the cube grid system to gray box levels, since we'll need this to test
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our wall slide and wall jump, which we'll create after this.
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To finish this off, we'll also create a ground slide and handle all edge cases and moments where we
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need to cancel the slide.
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Section eight will be about respawning the player after defeat.
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First, we'll just spawn at the player.
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Start at the beginning of the level, but will then also implement a simple checkpoint system.
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Lastly, we'll create a fall detector that will also trigger the defeated state of the player.
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This can be used for pits, but also for lava and other things that should lead to an instant defeat.
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In section nine, we'll create four different enemies for our game and also their AI behavior.
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First, we'll create a graph that just keeps on walking forward, but turns around when hitting a wall
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or before falling down a ledge.
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Next, we'll create a lizard enemy that is stationary and shoots fireballs in certain intervals.
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After that, we'll create our first flying enemy, which is a bat that has two waypoints which we can
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freely set in the level and will fly back and forth between them.
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And lastly, we'll create a demonic AI that senses when the player comes close and will start to chase
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after it.
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Section ten will teach you the basics of how to create UI through widgets and Unreal Engine, and will
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then apply the knowledge to designing a health UI and then also making it functional by updating it
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whenever the player takes damage.
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In section 11, we learn the basics of how we can play sound effects.
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In this project there are three different categories of sound effects.
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One of sounds that we can play from the blueprints animation dependent sounds such as footsteps and
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looping sounds such as charging up the projectile.
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And we'll go through implementing all of those.
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In section 12, we'll have a look at how we could use what we've created so far with 3D maps from the
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marketplace to create a 2D 3D hybrid look for the game.
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After experimenting with that, though, we'll switch over to making the game completely 2D and first
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prepare the tile sets and tile maps needed for that.
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We'll then update some project settings and camera options that are best practice for making 2D only
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games.
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I'll then walk you through my thought process when planning out levels throughout the next couple of
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videos.
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After that, we'll make all of the necessary tile maps, place enemies and gimmicks in the level, and
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finalize everything by creating an exit door and a level clear trigger.
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This concludes the course and you'll have a fully working 2D action platform by the end of it.
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As a bonus, there's another section for how to create a ladder climbing system, since this is a staple
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of Megamind clones and Metroidvanias.
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However, here things get a bit more complicated and I decided to not make this section mandatory.
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However, I encourage you to take on the challenge and also try to clear the section.
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