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Metroidvania Toolkit- Make a 2D Action Platformer in Unity

  • Development
  • May 11, 2025
SynopsisMetroidvania Toolkit: Make a 2D Action Platformer in Unity, a...
Metroidvania Toolkit- Make a 2D Action Platformer in Unity  No.1

Metroidvania Toolkit: Make a 2D Action Platformer in Unity, available at $79.99, has an average rating of 4.6, with 102 lectures, based on 238 reviews, and has 1741 subscribers.

You will learn about ****DISCOUNT AVAILABLE ON MY WEBSITE**** Computer Coding and Code Architecture Unity Game Development C# Code Theories Complete Movement Controls for 2D Platformer Object Pooling and Shooting Mechanics Data Persistency within Unity Enemy AI World Map 2D Character Rigging Inverse Kinematics 2D Animations and Keyframes Random Drops when Enemies Die Video Game Development Theories Save/Load System with Multiple Game Slots This course is ideal for individuals who are Aspiring game developers or Game developers looking to make a platformer or Programmers looking to learn about game development or Hobbyists who want to sharpen their game development and programming skills It is particularly useful for Aspiring game developers or Game developers looking to make a platformer or Programmers looking to learn about game development or Hobbyists who want to sharpen their game development and programming skills.

Enroll now: Metroidvania Toolkit: Make a 2D Action Platformer in Unity

Summary

Title: Metroidvania Toolkit: Make a 2D Action Platformer in Unity

Price: $79.99

Average Rating: 4.6

Number of Lectures: 102

Number of Published Lectures: 102

Number of Curriculum Items: 102

Number of Published Curriculum Objects: 102

Original Price: $19.99

Quality Status: approved

Status: Live

What You Will Learn

  • ****DISCOUNT AVAILABLE ON MY WEBSITE****
  • Computer Coding and Code Architecture
  • Unity Game Development
  • C# Code Theories
  • Complete Movement Controls for 2D Platformer
  • Object Pooling and Shooting Mechanics
  • Data Persistency within Unity
  • Enemy AI
  • World Map
  • 2D Character Rigging
  • Inverse Kinematics
  • 2D Animations and Keyframes
  • Random Drops when Enemies Die
  • Video Game Development Theories
  • Save/Load System with Multiple Game Slots
  • Who Should Attend

  • Aspiring game developers
  • Game developers looking to make a platformer
  • Programmers looking to learn about game development
  • Hobbyists who want to sharpen their game development and programming skills
  • Target Audiences

  • Aspiring game developers
  • Game developers looking to make a platformer
  • Programmers looking to learn about game development
  • Hobbyists who want to sharpen their game development and programming skills
  • Hi! I’m Brent, I also go by I_Am_Err00r, and thanks so much for taking a look at my first course, “Metroidvania Toolkit”;  I run a solo game development company Error Free Games, am currently in development making a Metroidvania style action platformer, and wanted to share some of the knowledge I have acquired in making this popular style of genre with the rest of the game dev community.

    This course is for anyone who is interested in learning the ins and outs of how to create a 2D action platformer from scratch and we will be creating everything from the ground up; throughout the entire series I will take the time to explain and provide insight on how I go about coming up with solutions and we will be building up the solution from nothing which will make understanding complicated theories with code architecture and maintenance easier to comprehend for those who are new.

    In this course, I will provide solutions for the following popular features:

    1. Horizontal Movement

    2. Jumping and Double/Multi-Jumping

    3. Wall Sliding/Wall Jumping

    4. Crouching

    5. Dash/Dodge Roll

    6. Grappling Hook

    7. Object Pooling/Weapon Projectile System

    8. Weapon Inventory

    9. Scene/Room Management

    10. Camera Movement

    11. Mini Map/World Map

    12. Save/Load System

    13. Character Ability Acquisition

    14. Enemy AI

    15. Random Drops

    16. Player/Enemy Health

    17. Data Persistency within Unity

    If you’re new to coding, game design, or Unity, then the initial section I provide will get you up to speed and quickly teach you the most basic ideas behind coding as well as how to work within Unity; by the end of the initial section you will have a good understanding of what the different windows in the Unity editor do, as well as an understanding of the most basic data types that are foundational for all coding languages; before we wrap up the initial section, I will show you how to ‘build’ a game and play it as an application on your computer outside of Unity.

    If you have some experience coding but struggle writing your own solutions, the rest of the series focuses specifically on how to build an entire Metroidvania style action platformer with over 80 episodes teaching you how to organically come up with solutions using the tools available with Unity out of the box; I will teach code architecture and how to maintain multiple different classes depending on what scripts are communicating with each other, and because we will build this from the ground up, this approach to teaching gives you a behind the curtains look on how these games are built and the why behind more complicated theories rather than just the how.

    If you are an experienced programmer, this course will save you a ton of valuable time; depending on your experience level and rate of pay per hour, this course probably costs less than half an hour of your going rate, and will definitely get you in the right direction faster on some of the more complicated solutions.

    Regardless of your skill level, this course will give you a head start on creating your very own Metroidvania style game!

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: House Keeping/Course Overview/Unity Download and Install

    Lecture 2: Unity Editor Walkthrough

    Lecture 3: Introduction to Gameobjects and the Transform component

    Lecture 4: Building a Level and Parent/Child Relationship with Gameobjects

    Lecture 5: Introduction to Coding

    Lecture 6: How Computers Read Code

    Lecture 7: Writing Our First Script

    Lecture 8: Reviewing the Movement Script

    Lecture 9: How to Read API Documentation

    Lecture 10: Bools and Conditional Checks

    Lecture 11: Floats, Ints, and Trigger Colliders

    Lecture 12: Setting Up UI and Discussing String References

    Lecture 13: Using Vectors, Random Values, and Lights

    Lecture 14: Brief Introduction to Particle System

    Lecture 15: Finishing the Gameplay Loop and Building Our First Game

    Chapter 2: Creating a Character with Complete Movement and Animations

    Lecture 1: Setting Up the Foundation for Metroidvania Tools

    Lecture 2: Solving for Basic Movement, Else Statements, and Return Methods

    Lecture 3: Solving for Facing the Correct Direction and Sprinting

    Lecture 4: Solving for a Jump and Introduction to Layers and Raycasts

    Lecture 5: Allowing Multiple Jumps and Protecting Jumping While Falling

    Lecture 6: Limiting the Jump and Fall Speeds

    Lecture 7: Giving Jump More Height When Button Held

    Lecture 8: How to Rig a 2D Character

    Lecture 9: Setting Up IKs for Better Bone Control

    Lecture 10: Introduction to Animations, Keyframes, and Tweening

    Lecture 11: Using the Animator Component to Trigger Animations

    Lecture 12: Blend Trees and Setting up Jump/Falling Animations

    Lecture 13: Adding and Animating a Glide Ability

    Lecture 14: Coroutines and the Crouching Ability

    Lecture 15: Animating and Controlling the Crouch State

    Lecture 16: Creating a Dash Ability

    Lecture 17: Animating the Dash Ability

    Lecture 18: Wall Sliding and Wall Jumping

    Lecture 19: Animating and Triggering the Wall Slide

    Lecture 20: Refactoring Input Into One Script

    Chapter 3: Shooting Projectiles and Object Pooling

    Lecture 1: Introduction to Lists and Arrays

    Lecture 2: Introduction to Scriptable Objects

    Lecture 3: Introduction to Object Pooling System

    Lecture 4: Getting Started with the Weapon Script

    Lecture 5: Instantiating Projectiles at Barrel of Gun

    Lecture 6: Moving and Placing Projectiles

    Lecture 7: Setting Up the Weapon Aiming Component

    Lecture 8: Solving for Firing Projectiles Forward

    Lecture 9: Commenting Complicated Code and Unity Inspector Tips

    Lecture 10: Solving for 8 Directional Aiming

    Lecture 11: Aiming at Closest Target to Player

    Lecture 12: Adding Automatic Firing Capabilities to Weapon

    Lecture 13: Adding More Functionality to Object Pooler

    Lecture 14: Switching Weapons and Creating Second Projectile

    Lecture 15: Setting Up the Grappling Hook

    Lecture 16: Finishing the Grappling Hook

    Chapter 4: Level and Game Management Tools

    Lecture 1: Setting Up Camera Movement

    Lecture 2: Finishing Camera Movement, Fixing a Bug in Dash Script

    Lecture 3: Creating Platform Manager Script

    Lecture 4: Creating a Falling Platform Script and Introduction to Enums

    Lecture 5: One Way Platforms and On Collision Enter

    Lecture 6: Creating a Ladder

    Lecture 7: Setting Up Moving Platforms

    Lecture 8: Custom Editor Tools for Moving Platforms

    Lecture 9: Creating Wind and Water Gameobjects with Area Effectors

    Lecture 10: Setting Up Level Bounds and Restricting Camera Movement

    Lecture 11: Instantiating the Player into the Scene

    Lecture 12: Persisting Character Direction when Instantiating

    Lecture 13: Instantiating the Player into the Scene at Multiple Locations

    Lecture 14: Creating a Door to Switch Scenes

    Lecture 15: Creating a Fade Screen to Load Scenes

    Chapter 5: Creating and Managing a World Map and Mini-Map

    Lecture 1: Setting Up the Parameters for Scalable Rooms

    Lecture 2: Mini Map Camera and Creating Rooms for World Map

    Lecture 3: Creating a Player Indicator for Mini Map

    Lecture 4: Creating Icons for Mini Map and Setting Up Camera

    Lecture 5: Adding Movement to the Player Indicator

    Lecture 6: Mini Map Camera Follow and Clamping

    Lecture 7: Setting Up the World Map Display Toggle

    Lecture 8: Moving and Positioning the Big Map

    Lecture 9: Setting Up Fog of War

    Lecture 10: Completing Fog of War

    Chapter 6: Enemy AI

    Lecture 1: Setting Up Enemy AI and Enemy Movment

    Lecture 2: Turning Enemy Around on Collision and Leftward Movement

    Lecture 3: Preventing Enemy from Falling and Turning Around on Holes

    Lecture 4: Rotating and Moving Enemies Around Platforms

    Lecture 5: Rotating and Moving Enemies Around Platforms Part 2

    Lecture 6: Rotating and Moving Enemies Around Platforms Part 3

    Lecture 7: Solving for Enemy Jumping

    Lecture 8: Creating Flying Movement and Player Detector

    Lecture 9: Setting Up Everything for Melee Attacks

    Lecture 10: Setting Up Everything for Projectile Attacks

    Chapter 7: Health, Damage, Pickups, Ability Acquisition, and Save/Load System

    Lecture 1: Setting Up Health, Damage, and Player Invulnerability State

    Lecture 2: Setting Up Projectile Damage and Random Drops

    Lecture 3: Item Pickups and Creating Health Items

    Lecture 4: Creating a Player Health Bar

    Lecture 5: Acquiring Abilities Through Pickups

    Lecture 6: Refining Player Damage and Creating an Out of Bounds System

    Lecture 7: Setting Up Player Death

    Instructors

  • Metroidvania Toolkit- Make a 2D Action Platformer in Unity  No.2
    Brent Williams
    Programmer/Game Designer
  • Rating Distribution

  • 1 stars: 1 votes
  • 2 stars: 2 votes
  • 3 stars: 12 votes
  • 4 stars: 52 votes
  • 5 stars: 171 votes
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