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A complete step-by-step course to become a GameDeveloper

LeeAndro

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Trusted Editor
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Published 8/2022MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHzLanguage: English | Size: 9.09 GB | Duration: 21h 12m

The ultimate course to get started with game development, teaching everything needed to become a confident game dev.​

What you'll learn
Through this course, you will learn to utilize the Unity Game Ee and the powerful C# scripting language to develop amazing and polished games.
This course requires no past experience with Game development, Unity or programming experience. All contents of the course are thoroughly explained with detail.
Through this course, students will create two different games from scratch (a 2D and a 3D) that explore Creating our first script

Lecture 11 Understanding Classes - An introduction to classes and how to use them

Lecture 12 If statements - Comparing values in our script with if statements

Lecture 13 Operators - What are operators and how to use them

Lecture 14 If statements 2 - A deeper look into if statements

Lecture 15 Declaration context - Understanding how declaration affects our code

Lecture 16 Transformations - Moving, Rotating and scaling our game objects through script

Lecture 17 Access modifiers for variables - A Deeper look at access modifiers of variables

Lecture 18 MonoBehaviour Base Class - Deriving key functions to our script

Lecture 19 Rigidbodies - Connecting our character to the physics ee of Unity

Lecture 20 Its Alive! - Capturing keyboard input through our script to move our character

Lecture 21 Creating our own methods/functions - The importance of functions

Lecture 22 Jump up and get down - Adding a basic jump and a double jump to our movement

Lecture 23 Understanding collisions - An overview of how collisions work in Unity

Lecture 24 Jump up and get down 2 - Extending our jump to something more interesting

Lecture 25 Techniques for different scripts to communicate

Lecture 26 Lighting - How lighting can massively improve the quality of a scene

Lecture 27 Object Parenting - What it is and how we can use it

Lecture 28 Follow Camera - Make smooth camera that follows our character around

Lecture 29 Collision function comparison OnTrigger vs OnCollision - When to use each one

Lecture 30 Adding gems - Creating a gem that enables the colouring swap mechanic

Lecture 31 Prefabs - What are prefabs

Lecture 32 Loops - How to use the for loop

Lecture 33 Evaluating collisions - Balancing movement with collision evaluation

Lecture 34 Animation - Adding animation to our gems

Lecture 35 Arrays - Exploring the usages of data structures

Lecture 36 Loops 2 - The variation of the for loop called foreach loop

Lecture 37 Ignoring Collision - Adding coloured gates that ignore collision of some colours

Lecture 38 Map Design - Ways to make a unique map design

Lecture 39 Lists - An alternative data structure to arrays

Lecture 40 Moving Gates part 1 - Make our gates moves around between points

Lecture 41 Moving Gates part 2 - Make our player move along with the moving gates

Lecture 42 Rotating Gates - Enable our gates to rotate based on

Lecture 43 Chag Levels - Ways to switch between scenes/levels

Lecture 44 Creating collectibles and a User Interface to display them

Lecture 45 Static - Taking a look at a special method type called static

Lecture 46 Collectibles that help - Making collectibles increase our light's radius

Lecture 47 Playtesting - Break your own game before everyone else

Lecture 48 Creating a main menu - Adding some much needed UI elements to our game

Lecture 49 Building our Game - Preparing our game for release

Lecture 50 Recapping - The lecture to rule them all

Section 3: Icy Waves - 3D Game Creation

Lecture 51 Game design and management - Breaking our game down to small bits

Lecture 52 Project Templates - Creating our project and discussing templates

Lecture 53 Version control - What it is and why you MUST do it

Lecture 54 A new way to capture input - Reviewing and implementing the new input system.

Lecture 55 Fixing our Movement - Having a look at the properties of the rigidbody component

Lecture 56 Physic Materials - What are they and when to use them

Lecture 57 Personalizing Visual Studio - Chag the defaults to your likes

Lecture 58 Setting up our Camera - Make our camera and player rotate together

Lecture 59 Material - Colouring up our scene through materials

Lecture 60 Shooting activated - Adding the ability to shoot to our player

Lecture 61 While Loop - How to use the while loop

Lecture 62 Attack! - Create our ens and make them chase the player

Lecture 63 Creating enemy spawn points - Set a spawn points that ens will spawn from

Lecture 64 AI Special NavMeshAgent 007 - Upgrade and improve our ens to special agents

Lecture 65 That Hurt! - Adding damage to both ens and players

Lecture 66 Waves after Waves - Create waves of ens

Lecture 67 Cursor Class - Locking our cursor while in game

Lecture 68 Adding Powerups - Triple Shooter

Lecture 69 Do while loop - A variation of the while loop

Lecture 70 Adding mechanics - Making Teleportation Portals

Lecture 71 Doctor Strange like - Allow our player to have their own personal portals

Lecture 72 Raycast - Exploring the many uses of raycasting

Lecture 73 Smooth transitioning of portals - Further improving the portal mechanic

Lecture 74 Coroutine - What is a coroutine

Lecture 75 Adding audio - Making our game feel less dull with sound effects

Lecture 76 Keeping score - Tracking points gained based on kill count

Lecture 77 Levelling up our Character - Adding an actual model to our character

Lecture 78 Animator - How to use the Animator component to animate our characters

Lecture 79 Pickup Generator - Randomly spawn pickups around our map

Lecture 80 Switch Statement - A multiway branch statement

Lecture 81 Powerful and Good looking - Adding assets to our pickups

Lecture 82 Creating more pickups - Adding the freeze and indestructible pickups

Lecture 83 Implementing the functionality for the new pickups - Not just for the looks

Lecture 84 Particle Systems - Understanding particle systems

Lecture 85 Let it snow - Creating snow through particle systems

Lecture 86 Trail Renderer - Improving our visuals for shooting

Lecture 87 Terrain - Making custom terrain for our levels

Lecture 88 Adding UI - Building our User Interface

Lecture 89 Main Menu - Making a more interesting main menu screen

Lecture 90 Options Menu - Extending our menus with player options

Lecture 91 Saving data permanently - Highlighting ways to save data on a machine.

Lecture 92 Polishing our Pickups - Adding details to our pickups

Lecture 93 More Details! - Improving the looks of our game

Lecture 94 Implementing cooldown - Adding cooldown to the Player's spawn portals mechanic

Lecture 95 Post-Processing Effects - How to enhance the visual effects of our scene

Lecture 96 Applying Post-Processing Effects to improve our game's looks

Lecture 97 Adding Enemy Variations - Extending the enemy types attacking our character

Lecture 98 Final thoughts on our game

Lecture 99 Version Control 2 - Push our latest changes to our git repo

Lecture 100 The end - Last video of the course

A course for people looking to learn about creating amazing video games.,Bners who are looking to get into programming, unity and game development.,People who are interesting in seeing how games are made.

HomePage:
Code:
Https://anonymz.com/https://www.udemy.com/course/a-complete-step-by-step-course-to-become-a-gamedeveloper/



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