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Flame & Flutter with Dart : Build your First 2D Mobile Game

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Piotr Paweska

11:09:13

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  • 1. What is the Flame Engine.mp4
    01:32
  • 2. What The Course Covers.mp4
    02:29
  • 3. Concept vs. Code.mp4
    06:04
  • 4. Quick overview of Visual Studio IDE.mp4
    01:53
  • 5. Introduction Quiz.html
  • 1. Setting Up Your Environment.mp4
    01:56
  • 2. Windows Setup.mp4
    04:39
  • 3. macOS Setup.mp4
    03:24
  • 4. Linux Setup.mp4
    03:51
  • 5.1 Lecture_9_sources.zip
  • 5. Testing Your Flutter Environment with Visual Studio.mp4
    05:35
  • 1. The Game Loop - Flame Engine's Secret Weapon.mp4
    01:26
  • 2. Game Instantiation - How does Flutter Run Flame Games.mp4
    01:35
  • 3. Game Execution - How does Flutter execute and run Flame Games.mp4
    01:50
  • 4. Generating Our First Flame Project.mp4
    01:30
  • 5. Running Our First Minimalist Game-Loop Code.mp4
    06:04
  • 6.1 Lecture_15_sources.zip
  • 6. Adding Explicit Game-Loop Code Hook Methods.mp4
    12:31
  • 7. What are Game Components In the Flame Engine.mp4
    03:25
  • 8. 2D Game Basics Quiz.html
  • 1. Case-Studies Introduction.mp4
    01:04
  • 2. How to Run The Provided Lecture Source Code.mp4
    06:36
  • 1. Case Study #1 - Introduction.mp4
    01:18
  • 2. Position Component.mp4
    03:31
  • 3. Squares Code Demo.mp4
    01:41
  • 4. Squares - Architectural UML Diagram.mp4
    04:09
  • 5.1 Lecture_23_sources.zip
  • 5. Coding Squares.mp4
    18:58
  • 6. Importance of Vectors in Game Development Velocity, Rotation. and Anchor points.mp4
    17:45
  • 7. Flame Engine Essentials Quiz #1.html
  • 8.1 Lecture_25_sources.zip
  • 8. Adding Vector Dynamics to Squares code.mp4
    11:36
  • 9. The concept of Component Composability.mp4
    09:27
  • 10. Architecting Composability UML Diagram for Adding a Health Bar to Squares.mp4
    03:14
  • 11.1 Lecture_28_sources.zip
  • 11. Composability Coding a Health Bar for Game characters.mp4
    07:56
  • 12. Flame Engine Essentials Quiz #2.html
  • 13.1 Case Study #1 - Exercises [Solutions].pdf
  • 13. Case Study #1 - Exercises.mp4
    05:03
  • 14.1 Case_Study_001_Solution_001.zip
  • 14. Case Study #1 - Solution to Exercise #1.mp4
    03:09
  • 15.1 Case_Study_001_Solution_002_003.zip
  • 15. Case Study #1 - Solution to Exercises #2 and #3.mp4
    06:28
  • 16.1 Case_Study_001_Solution_004.zip
  • 16. Case Study #1 - Solution to Exercise #4.mp4
    11:52
  • 1. The anatomy of the Flame Joystick Component.mp4
    03:17
  • 2. Joystick Component - Architectural UML Diagram.mp4
    04:49
  • 3.1 Lecture_35_sources.zip
  • 3. Coding the Joystick Experience.mp4
    15:07
  • 4. Shooting Bullets - The Issue of Angle of Rotation.mp4
    02:33
  • 5. Shooting Bullets - UML Diagram.mp4
    01:27
  • 6.1 Lecture_38_sources.zip
  • 6. Shooting Bullets - Coding the Solution for correct Bullets angle.mp4
    08:47
  • 7. Joystick Component Quiz.html
  • 8.1 Case Study #2 - Exercises [Solutions].pdf
  • 8. Case Study #2 - Exercises.mp4
    01:02
  • 9.1 Case_Study_002_Solution_001_002.zip
  • 9. Case Study #2 - Solution to Exercises #1 and #2.mp4
    02:59
  • 1. Using Sound in flame Engine.mp4
    06:34
  • 2.1 Lecture_42_sources.zip
  • 2. Coding Sound Fxs and Music.mp4
    11:44
  • 3. Sound in Games Quiz.html
  • 4.1 Case Study #3 - Exercises [Solutions].pdf
  • 4. Case Study #3 - Exercises.mp4
    01:17
  • 5.1 Case_Study_003_Solution_001_002.zip
  • 5. Case Study #3 - Solution to Exercises #1 and #2.mp4
    04:36
  • 1. Collsion Detection in games.mp4
    10:23
  • 2. Collision Detection Quiz #1.html
  • 3. Screen Boundary Detection and HitBox Rendering.mp4
    03:05
  • 4. Collision Detection - UML Diagram.mp4
    06:21
  • 5.1 Lecture_48_sources.zip
  • 5. Coding Collision Detection.mp4
    17:44
  • 6. Collision Detection Quiz #2.html
  • 7.1 Case Study #4 - Exercises [Solutions].pdf
  • 7. Case Study #4 - Exercises.mp4
    01:33
  • 8.1 Case_Study_004_Solution_001.zip
  • 8. Case Study #4 - Exercise Solutions - Solution to Exercise #1.mp4
    06:11
  • 9.1 Case_Study_004_Solution_002.zip
  • 9. Case Study #4 - Exercise Solutions - Solution to Exercise #2.mp4
    08:45
  • 1. What are Timers and how do we utilize them.mp4
    08:50
  • 2. Its time for Timers Quiz #1.html
  • 3.1 Lecture_53_sources.zip
  • 3. Coding with Timer Utility Classes.mp4
    07:20
  • 4.1 Lecture_54_sources.zip
  • 4. Coding with Timer Components.mp4
    08:15
  • 5. Its time for Timers Quiz #2.html
  • 6.1 Case Study #5 - Exercises [Solutions].pdf
  • 6. Case Study #5 - Exercises.mp4
    01:45
  • 7.1 Case_Study_005_Solution_001.zip
  • 7. Case Study #5 - Exercise Solutions - Solution to Exercise #1.mp4
    04:05
  • 8.1 Case_Study_005_Solution_002.zip
  • 8. Case Study #5 - Exercise Solutions - Solution to Exercise #2.mp4
    14:00
  • 1. What is Parralax.mp4
    08:57
  • 2.1 Lecture_59_sources.zip
  • 2. Coding Parallax.mp4
    08:48
  • 3.1 Lecture_60_sources.zip
  • 3. Coding more Parallax.mp4
    03:39
  • 4. Parral Quiz.html
  • 5.1 Case Study #6 - Exercises [Solutions].pdf
  • 5. Case Study #6 - Exercises.mp4
    00:59
  • 6.1 Case_Study_006_Solution_001_002.zip
  • 6. Case Study #6 - Exercise Solutions - Solution to Exercises #1 and #2.mp4
    05:35
  • 7.1 Case_Study_006_Solution_003.zip
  • 7. Case Study #6 - Exercise Solutions - Solution to Exercise #3.mp4
    07:45
  • 1. Introduction to Particle System in Flame.mp4
    12:41
  • 2. Particle Systems Quiz #1.html
  • 3. Creating Simple Particle Simulations.mp4
    06:39
  • 4. Particle Systems Quiz #2.html
  • 5.1 Lecture_66_sources.zip
  • 5. Coding a Particle Stream Simulation.mp4
    08:34
  • 6. Designing an explosion Particle Simulation.mp4
    07:15
  • 7.1 Lecture_68_sources.zip
  • 7. Coding a Particle Explosion Simulation.mp4
    09:12
  • 8. Designing A fireworks Particle Simulation.mp4
    12:25
  • 9.1 Lecture_70_sources.zip
  • 9. Coding a fireworks Particle Simulation.mp4
    10:15
  • 10. Particle Systems Quiz #2.html
  • 11.1 Lecture_71_sources.zip
  • 11. Working with SpriteSheet explosion Particle Simulation.mp4
    08:32
  • 12.1 Case Study #7 - Exercises [Solutions].pdf
  • 12. Case Study #7 - Exercises.mp4
    01:22
  • 13.1 Case_Study_007_Solution_001.zip
  • 13. Case Study #7 - Solution to Exercise #1.mp4
    10:01
  • 14.1 Case_Study_007_Solution_002..zip
  • 14. Case Study #7 - Solution to Exercise #2 - Segment #1.mp4
    03:24
  • 15. Case Study #7 - Solution to Exercise #2 - Segment #2.mp4
    09:39
  • 16. Case Study #7 - Solution to Exercise #2 - Segment #3.mp4
    09:57
  • 17. Case Study #7 - Solution to Exercise #2 - Segment #4.mp4
    10:36
  • 18. Case Study #7 - Solution to Exercise #2 - Segment #5.mp4
    06:35
  • 19. Case Study #7 - Solution to Exercise #2 - Segment #6.mp4
    06:30
  • 20. Case Study #7 - Solution to Exercise #2 - Segment #7.mp4
    08:47
  • 21. Case Study #7 - Solution to Exercise #2 - Segment #8.mp4
    21:17
  • 1. Introduction To Our Approach.mp4
    08:42
  • 2. Top Level Architecture for Our Game.mp4
    13:29
  • 3.1 Lecture_84_sources.zip
  • 3. Desing Patterns We Use - Factory Method Pattern.mp4
    13:11
  • 4.1 Lecture_85_sources.zip
  • 4. Design Patterns We Use - Command Pattern.mp4
    18:46
  • 5. Putting It All Together - Architectually Speaking.mp4
    05:10
  • 6.1 Lecture_87_sources.zip
  • 6. Using JSON and Serialization in Our Architecture.mp4
    12:53
  • 7.1 Lecture_88_sources.zip
  • 7. Generating Levels for Our Game Part #1.mp4
    10:23
  • 8.1 Lecture_89_sources.zip
  • 8. Generating Levels for Our Game Part #2.mp4
    11:58
  • 9.1 Lecture_90_91_sources.zip
  • 9. Putting It all Together Architecture to Code Part #1.mp4
    14:15
  • 10. Putting It all Together Architecture to Code Part #2.mp4
    17:34
  • 11. Deploying Your Game to a Mobile Device.mp4
    05:25
  • 1. Final Thoughts.mp4
    02:03
  • Description


    Game Development from ground up. Learn to design and code a 2D Mobile Game, using full Architectural approach with UML

    What You'll Learn?


    • Use Flutter and Dart to write a complete 2D Game on top of the Flame Engine. No prior experience necessary.
    • Create from scratch, a game based on the famous retro-game from ATARI: Asteroids.
    • Learn collision detection, particle physics, frame independent motion, parallax, sound design, and other advanced topics in game development.
    • Master design and coding fundamentals that apply to all 2D Game engines.
    • Think like a Software Architect. Go through the complete process of designing, architecting, and coding the game.
    • Learn how to write once and deploy to iOS, Android, and the Web from a single codebase.
    • Develop a solid foundation for game design and game creation that will empower you to build your own games.
    • Learn how to use Object Oriented Programming practically and effectively using Design Patterns

    Who is this for?


  • We have created this course for all the coders who want to get into creating their own mobile game using a 2D engine.
  • Coders new to game development who want to write one codebase and deploy their game on multiple platforms.
  • What You Need to Know?


  • We assume that you have some coding experience with an Object Oriented language such as Java, C++, C#, Swift, or TypeScript.
  • Some knowledge of Flutter/Dart is helpful but not strictly required. We will teach you everything you need to know.
  • Access to a computer. A Mac, Windows, or a Linux based operating system is equally fine. All the tools are OS Independent.
  • You should have access to a mobile device but this is not strictly necessary as we will develop our code on an emulator/simulator first.
  • More details


    Description

    Have you ever dreamed of creating your own mobile game?

    Have you ever wanted to code your own mobile game?

    If the answer is YES, then THIS course is for you.


    You can learn to code a 2D mobile game from the ground up.

    Welcome to the Flame Engine 2D Game Crash Course where you will learn how to design and code a full mobile game in less than 6 hours.


    There are so many game enthusiasts who would love to learn how to write mobile games, but do not necessarily have the time to dedicate to it.

    Many Game Engines have a steep learning curve, so creating a full mobile game would take considerable time and effort.

    We have created this course for all the coders who want to get into creating their own mobile game using a 2D Game Engine, and more importantly, we have created this course to take you from 0 to hero in less than 6 hours.

    We have provided core 6 hours of lectures but, we also provided more than 5 extra hours of Bonus Material including Coding Exercises and extra eplainers.



    Why Flame Engine

    The Flame Engine is a minimalist 2D game engine that runs on top of the Flutter framework. So it is light-weight with a small footprint.

    This is perfect for mobile games.



    Advantages of The Flutter Framework

    You work with one code base but get multiple platform deployment. Basically write once, and deploy to both iOS and Android. This is a huge advantage as it saves you time and effort.

    And this is great for mobile games since we do not rely on the specific OS GUI as we basically take over the screen and create our own GUI from scratch.



    Crash Course Format

    This is a crash course. So we remove all the fluff from the usual approach and we focus and zone in, with laser precision, on the fundamentals that apply to all 2D engines. We explain the necessary fundamentals such as:


    1. Game Loop

    2. Component Rendering

    3. Spritesheet Animation

    4. Game Mechanics

    5. Inter-Component Communication and Messaging

    6. Component Interoperability and Composability

    7. Collision Detection

    8. Particle Physics

    9. Math for Game developers such as:

      1. Vector Math

      2. Velocity Control

      3. Rotational Control

      4. Collision Detection

      5. Boundary Detection

    10. Game Parallax For Creating Complex Background Motion

    11. Sound Design  - For Adding Sounds, Sound Effects, and Music to Your Game.

    12. All The needed API will be explored as well.



    Focus on Fundamentals

    We will spend the first 3 hours focusing on fundamentals with sample code and architectural examples.



    Architectural Approach

    Our approach to teaching the material is a bit different from most courses. We take the architectural approach. This means that we will also teach you some Software Engineering while we are teaching you about the Flame Engine.

    We will use UML diagrams to show you the context of what we are doing. All of this is to give you a better perspective of how everything fits together.

    In other words we will not only work with code. The main objective here is to teach you to think like a Software Architect. We do not want you to just code this game. We want you to go through the process of designing and architecting it in a professional manner.



    Using Case Studies

    Part of how we teach you in this course revolves around practical case studies. Each case study shows you a full solution to a given element of 2D game coding such as for example Joystick control or collision detection.



    The Game we will develop

    We will develop, from scratch, using our architectural approach, a game based on the famous retro-game from ATARI: Asteroids.

    This is a perfect game for learning all the fundamentals.



    Why this particular game

    This is a perfect game to learn a 2D game engine for the following reasons:


    1. It has great Game Mechanics such as:

      1. Spaceship Control

      2. Spaceship Explosion

      3. Tracking of Score and Player's Lives

      4. Firing of Bullets

      5. Asteroid Motion/Rotation and Splitting up

      6. Occasional UFO Bonus Showing up

      7. Deterministic Game Level Generation from a JSON File

    2. This will lead us to fully explore and understand:

      1. Joystick Control

      2. Game Loop Update And Render

      3. Timer Component Callbacks

      4. Vector Math

      5. Collision Detection

      6. Particle Physics

      7. Refresh-Rate Independent Rendering

      8. Sounds Design and Game Music

      9. Parallax Effects for Background

    This game is also great to be played on both a phone as well as a tablet device.



    Assumptions

    We assume that you have some coding experience and we also assume that you know Flutter/Dart and have worked with it.


    But in case you have not worked with Flutter do not fret!


    The course is designed to help you with the setup and a solid understanding of the language elements because of the architectural approach.


    So in reality all you need is experience with any Object Oriented language such as Java, Swift, C#, C++, or TypeScript and you will be fine!


    Practice Makes Perfect

    For each Case Study we have provided you with a number of Coding Exercises.

    We also provide Solution Videos to explain the solution itself, along with code and some PDF materials as well.

    Who this course is for:

    • We have created this course for all the coders who want to get into creating their own mobile game using a 2D engine.
    • Coders new to game development who want to write one codebase and deploy their game on multiple platforms.

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    Piotr Paweska
    Piotr Paweska
    Instructor's Courses
    "Coding lends you the ability to create your own universe."I am a Software Architect, Game Developer, Media Enthusiast and an occasional musician and videographer. I love Competitive coding and competitve development which I did with TopCoder. I am passionate about 2D game development, especially for mobile devices.Most of my work in the industry involved being a full-stack developer. I did work for companies such as Facebook, Google, Microsoft, and WWF.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 93
    • duration 11:09:13
    • Release Date 2022/11/27