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Flappy Bird Like – Unreal Engine 5 For Beginners Easy Start

سرفصل های دوره

Learn how to code without Writing Code using Unreal Engine 5.4 Blueprints and other systems in a Flappy Bird Like Game


1. Introduction
  • 1. Introduction
  • 2.1 CourseArtAnd Audio.rar
  • 2. How to Study this course for best results
  • 3. Download The Latest Version Of Unreal Engine
  • 4. Create The Project

  • 2. Learning How To Create A Character And Use Unreal Blueprint Basics
  • 1. Set Up The Play Level
  • 2. Install Paper ZD Official Plugin For Unreal Engine
  • 3. Understanding How Unreal Engine Manages Positioning Of Objects In The World
  • 4. Simple Collision And Physics Interactions in Unreal Engine How it works
  • 5. Creating A Character Blue Print
  • 6. Adding Your Player Character To The Level
  • 7. Connecting To The Player Character and adding a Camera
  • 8. Setting Up Player Controls
  • 9. Setting Up Input Context And using Comments To Keep Blueprints Organised
  • 10. Adding A Simple Jump Then A Physics Jump
  • 11. Changing the Jump and Left,Right movement
  • 12. The Sequence Node And Blueprint Debugging Explained
  • 13. Adding Physics Linear Velocity And TICK NODE Explained

  • 3. Game Development For A Bird Scroller
  • 1. Planning Out The Game
  • 2. Using The Tick To Move Forward
  • 3. Creating More Platforming Room
  • 4. Limit Camera Vertical Position
  • 5. Adjusting The Camera View Part 1
  • 6. More Camera Adjustments And Thoughts On Game Balance
  • 7. Adding Top Collision And Player Limits
  • 8. Adding A Developer Material
  • 9. Spawning in an Object
  • 10. Despawning An Object On Collision
  • 11. Setting Up Proper Collision For The Pillar
  • 12. How to Change THe Height Of Spawned in Pillar
  • 13. Spawning in Based OFF TIME
  • 14. Add Color to the Pillar Object For Visibility
  • 15. Make The Spawn Happen on a set timer multiple times
  • 16. How To Visualize Blueprint Code Working
  • 17. Creating Functions To Simplify Using Variables
  • 18. Using Random Booleans To Spawn in two Positions
  • 19. Adjusting The Spawning For Better Visibility
  • 20. Detecting Passing A Pillar Successfully
  • 21. Some Comments For Organisation
  • 22. Code Review And Organization
  • 23. Recording Progress of the Player
  • 24. Using Progress To Increase The Speed Of Spawns
  • 25. Adjustments to the speed of spawning
  • 26. Changing The Player Drop Velocity
  • 27. Make A Homing Projectile
  • 28. Homing Projectile Part 2
  • 29. Homing Projectile Part 3
  • 30. Create A Function For Spawning in Homing Projectiles
  • 31. Creating Logic For Progress Changing Spawns
  • 32. Creating Random Positions Using Code For Spawns
  • 33. Some Balance Recommendations And Randomised Positioning
  • 34. Overview Thus Far

  • 4. Development in Blueprint Part 2
  • 1. Setting Up A Simple Boss Blueprint
  • 2. Make The Boss Move At The Speed Of The Player
  • 3. Make The Boss Spawn in Homing Projectiles
  • 4. Using Randomness to Move The Boss between 3 Locations
  • 5. Move The Boss By Distance From The Player
  • 6. Adding Spawning To The Movement Node
  • 7. Spawning in The Boss After Player Progress Hits 30
  • 8. Spawn Bug Fixed And Code Adjustments
  • 9. Game Mechanics Test

  • 5. Visual Design And Adding in Art
  • 1. Changing The Position of the Sun and Setting Up For Adding In Art
  • 2. Managing Exposure Settings in Unreal Engine
  • 3. Downloading Some Environmental Art From Epic Store (FREE ASSETS)
  • 4. Adding 3D Environment Assets Basics
  • 5. Adjustments To The Position Of Background 3D Assets
  • 6. Exponential Height Fog Adjustments
  • 7. Recommendations Before Adding 2D Art To The Project
  • 8. Adding 2D Art Into Unreal Engine
  • 9. Adding A 2D Sprite To A Character
  • 10. Adding A 2D Sprite Animation To Your Character
  • 11. How To Add A simple 3D Model To Our Scene As The Pillar
  • 12. Changing The Materials On 3D Objects
  • 13. How To Add Niagara Particle Effects To An Object
  • 14. Adding illumination To Our Material
  • 15. Explaining How Niagara Particles Work And How To Use Them
  • 16. Advanced Material Editing For The Final Boss
  • 17. Advanced Material Editing Part 2
  • 18. Advanced Material Editing Part 3
  • 19. Setting Up Before Using Chaos Physics
  • 20. Creating Destructible Objects in Unreal Engine
  • 21. Replacing 3D Asset Of The Pillar And Mesh Troubleshooting
  • 22. Switching To Quixel Megascans For 3D Assets For Our Pillar
  • 23. Adding Destruction To Megascan Objects
  • 24. Performance Optimisations By Despawning Assets After A Time
  • 25. Adding Impact To The Pillar (This is a long one)
  • 26. Overview on the last few parts of Unreal Engine To Be Covered
  • 27. Adding a health bar to the player and some troubleshooting
  • 28. Adding Damage to the Pillar and the Homing Projectile
  • 29. Pause The Game Once Player Health goes below zero
  • 30. Adding A Deathscreen
  • 31. Adding Buttons To The Deathscreen
  • 32. Adding Audio Into Unreal Engine
  • 33. Adding Audio Components To All Blueprints
  • 34. Final Words Of Encouragement For Your Game Development Journey
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    تاریخ انتشار: ۱۸ آذر ۱۴۰۳
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