Wizard Top Down Shoot’em up Game
Use the programming language Java throughout this course
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Hey it’s Zack! I’m an avid game developer and content creator. I started programming when I was only 10 years old and have completed my own projects available on Steam as well as creating the infamous ‘Yogcast Video Game’ with Flashback Studios.
What is Student Success Rate?
The student success rate is based on how many enrolled students complete all of the units in the course. Statistics show that this course and may others on codingmadesimple have one of the highest success rates for educational course material on the internet.
My team and I are always ready for students that may be stuck in a debugging process or simply can’t figure out why they’re getting an error in the code.
Our email is open 24/7 at firstname.lastname@example.org to help fix your errors or answer any questions about the course you may have. I’m certain this is why the success rate on codingmadesimple is so high.
Student Success Rate
After you’ve completed this course, you’ll have the necessary skills to start creating your own video games from scratch. I much look forward to your success as a game developer.
Wizard Shoot’em up Development Units
We’ll start off the course by installing Java and programming the initial framework so we have a window and a canvas to start drawing on.
GameObjects are created for OOP (Object Oriented Programming) purposes. We can create many GameObjects in the game and control them as a separate entity.
Enumeration ID's (3:44)
Enumerations are an easy way to ID which GameObject is different from the next. One GameObject can be a Player and the other can be an Enemy. Using Enumerations we can control each GameObject differently.
Movement System (11:33)
Now we’re creating the movement system in the game. The initial player we create will move around the screen with smooth precision.
Level Design (12:37)
Let’s make a level now using Paint.net a free paint editing software. We can read the image into the game and use a pixel color algorithm to create different GameObjects on different hex color values.
Game Camera (8:38)
Expand the game world by creating a global game camera that follows the player around the world.
We have a level and a player so now it’s time to make collisions with the walls. We’ll do this using Rectangle boundary boxes since Java can run those collisions without much work to the CPU.
Shooting System (9:05)
Our player will be able to shoot bullets all across the map! Using a GameObject as each bullet we can check collisions, ammo and clip size.
Creating enemies in the game isn’t very difficult at this point in the course. Everything is setup on the back end to easily create new objects and label them as enemies.
Ammo Crates (6:35)
We’ve set ammo crates all around the level so our Wizard never runs out of bullets to destroy those poor enemies.
Adding Textures (12:48)
Time to spice up the game! Once you’ve enrolled in the course you’ll receive a sprite sheet that we’ll import into the game.
Animating Sprites (4:56)
Now we can animate the textures with walking animations, shooting animations and anything else you’d like to add into your game.
Heads Up Display (3:11)
Almost done, now we’ll display the wizards health and ammo size so the player knows just how much life he can spare trying to reach that next ammo crate.
Reviewing the Code (5:57)
We’re all done. Time to review all of the code we’ve created so you have an absolute understanding on any lingering questions you may have throughout the course.
Frequently Asked Questions
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You will have access to this course immediately after enrolling and be able to watch it forever.
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