Game Dev- BomberMan with Python, Pygame and Oop!
- Development
- Jan 11, 2025

Game Dev: BomberMan with Python, Pygame and Oop!, available at $54.99, has an average rating of 4.63, with 55 lectures, based on 8 reviews, and has 70 subscribers.
You will learn about Expand your understanding and use of variables, lists, dictionaries, for loops and while loops. Expand your understanding and use of object oriented programming Conceptualize programming challenges and discover solutions and methods for implementing these solutions to those challenges Progress your python learning beyond learning the basics to a more advanced beginner project, gain confidence in tackling bigger projects. Work on importing various modules into your program, as well as importing data between various python files Sharing and updating data between the various objects within your program, updating the different objects when required, also updating the game stage Implementing various solutions to typical game development challenges, such as collision detection, animations, power-ups etc. Creating a Start Screen, a Menu Screen, a Game Screen, A Level Editor screen, allowing for user level development. This course is ideal for individuals who are Beginner Python Developers and enthusiasts or Game Developers, Beginners and Hobbyists. It is particularly useful for Beginner Python Developers and enthusiasts or Game Developers, Beginners and Hobbyists.
Enroll now: Game Dev: BomberMan with Python, Pygame and Oop!
Summary
Title: Game Dev: BomberMan with Python, Pygame and Oop!
Price: $54.99
Average Rating: 4.63
Number of Lectures: 55
Number of Published Lectures: 55
Number of Curriculum Items: 55
Number of Published Curriculum Objects: 55
Original Price: R599.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
I have done so many of the regular projects out there, such as a tic tac toe, chess, hangman, asteroids, connect 4, but all of these projects felt small and I found there to not be much variety when it comes to game tutorials.
Most tutorials all cover the same games, with only variations in how they are coded. I also found that most tutorials, do not go through every element of a game, such as the start screen, all of the power ups, the score screens, etc.
They usually only take you as far as the basic building blocks, and then leave you to create the rest, should you wish to continue.
Most of these tutorials, have left me with a directory filled with what would be deemed as unfinished games.
Hence I thought it would be great to put together a course on creating a game, with all of the game elements created and implemented in a step by step process, that leaves you at the end of the course, with a fully functional, and complete game.
My hope is that you are able to understand how each element of this game is created and implemented, so that you gain further insight when deciding to tackle a challenge of your own.
I also find the old games from the 80’s and 90’s as fantastic coding challenges, in particular when it comes to trying to understand how something may have been implemented.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: BomberMan Class
Lecture 3: Assets Class
Lecture 4: Game Class
Chapter 2: Creating the Player Character
Lecture 1: Creating the Player Class
Lecture 2: Moving the Player Character
Lecture 3: Getting the Player Images
Lecture 4: Animating the Player Character
Chapter 3: Creating the Level
Lecture 1: Creating the Level Matrix
Lecture 2: Creating the Block and Hard Block Class
Lecture 3: Creating the Soft block Class.
Lecture 4: Filling in the background, and Refactoring
Chapter 4: Player Movement Restrictions and Camera Movement
Lecture 1: Performing Collision Detection
Lecture 2: Easier Navigation through the Game Area
Lecture 3: Creating the Camera and scrolling around the screen
Chapter 5: Setting the Bombs, Bomb Animations, Explosions, Explosion animations.
Lecture 1: Creating the Bombs
Lecture 2: Inserting the Bombs into the level matrix, and Animating the Bombs
Lecture 3: Updating the Bomb Timer, exploding the Bomb, Updating the Player bomb count
Lecture 4: Limitng the Bomb Count, and Detonating the bomb at will
Chapter 6: Creating the Explosions and Fireballs
Lecture 1: The Explosions
Lecture 2: Creating and Animating the Explosion
Lecture 3: Calculating the Flame Path 1
Lecture 4: Calculating the Flame Path 2
Lecture 5: Calculating the Flame Path 3
Lecture 6: Creating the Fireball Element
Lecture 7: Destroying the Soft Blocks in Game
Chapter 7: Creating Enemies, Enemy animation, Enemy Movement, Enemy Destruction
Lecture 1: Creating the First Enemy – Ballom
Lecture 2: Moving the Enemy Character
Lecture 3: Changing Movement Direction after a Collision Detection
Lecture 4: Incorporating random Direction changes
Lecture 5: Animating the Enemy
Lecture 6: Populating the stage with Enemies
Chapter 8: Creating the More Advanced Enemies, Player Death and Respawn
Lecture 1: Creating the Line Of Sight for Enemy Characters
Lecture 2: Refactoring the Enemy Class, loading in the Onil Enemy Character
Lecture 3: Chasing the Player Character
Lecture 4: Loading in the Remaining Enemies, adding the Enemy Specials
Lecture 5: Refactoring the Player Code
Lecture 6: Regenerating the Stage, Structuring the Enemy Load order
Chapter 9: Creating and Implementing the Special Power Up Items
Lecture 1: Creating the Power Up Class
Lecture 2: Creating the Special Soft Blocks, Inserting them into the level matrix
Lecture 3: Creating each of the Special Power Up Methods, and calling them when needed.
Lecture 4: Ensuring all of the Power Abilities Work.
Lecture 5: Making the Invincibility Power up work, and Additional Collision detection.
Lecture 6: Implementing the Stage Exit item, and generating a New Stage
Lecture 7: Spawning new Enemies if exploding the special Items
Chapter 10: Creating the Information Panel
Lecture 1: Importing the necessary images for the Info Panel
Lecture 2: Creating and Updating the Level Timer, and ensuring the countdown takes place
Lecture 3: Creating and updating the Player Lives info, and the player Score info
Lecture 4: Implementing Scoring into the game
Chapter 11: Setting up the Start Screen, Creating the Level Transitions, and Sounds
Lecture 1: Implementing the Game Start Screen
Lecture 2: Implementing the Level Transition Screen
Lecture 3: Implementing Sounds and Background Music
Lecture 4: Implementing Character Sounds and Sound Effects
Lecture 5: Implementing Explosion and Power Up Sound Effects, Implementing the Top Score
Lecture 6: Finishing Up
Instructors

Harry Van Der Schyff
Project Guide
Rating Distribution
Frequently Asked Questions
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