Program Overview, Tools, and Expectations

Your Digital Toolbelt

To bring your ideas to life, you will learn to use the exact same professional applications used by real-world tech and gaming companies:

Create Your Own Game Track: Designing & Importing Assets to Your Game

Use the knowledge gained from the Endless slide decks about sprite animations to begin to design your character and tilemap assets based on what you mapped out for your story from your moodboard. Use these video tutorials to help you along the way:

How to Create 2D Tilesets for Threadbare Using Godot & Piskel

Opening Godot and Creating a Project

Import Game Assets into Godot

Creating a Player in Godot

Add Player Scene and Playtest


Tuesday Playbook – Gameplay Mechanics & Unlocking Superpowers

Morning Coding Lab: Core Gameplay & Programming Systems

A game without mechanics is just a static picture. Today you write the rules of your universe:

Create Your Own Game Track: Gameplay Mechanics

For students building their own game in Godot, continue developing your game by adding in sprites and assets and programming gameplay mechanics.  Follow these tutorial videos as a guide:

Adding a Script, Camera, and Boundary

Changing Player Speed with Constants

Tilemaps & Platforms

Painting a Background with Tilesets

Afternoon Coding Lab: Interactive Loops & UX Design

Create Your Own Game Track: Gameplay Mechanics:

Continue adding to your own game by following the tutorials below.

Adding Platform Scenes & Collisions

Animating a Moving Platforms with Keyframes

Key-binding Player Movement and Jump Animations

Fix Player Animations with Code



Wednesday Playbook – User Experience & Challenging Stereotypes

Morning Coding Lab: Game Optimization & Progression

Great games run smoothly on all computers and keep players motivated to finish:

Afternoon Coding Lab: Open Creation & Custom Level Design

Now that both cohorts have graduated from their structured modules, the afternoon shifts to **Independent Developer Time**! Use this open studio space to build out your original levels:


Module 5: Thursday Playbook – Playtesting, Feedback, & Presentation Prep

Morning Coding Lab: Quality Assurance & Peer Playtesting

Real software developers never launch a program without testing it first! Today is all about refining your game through user feedback:

Evening Showcase Dress Rehearsal

To prepare for tomorrow's exhibition, we will run a full simulation of our **Science Fair Showcase Format**:


Module 6: Friday Playbook – Exhibition Day & Career Pathways

Question of the Day

Reflecting on your journey this week: In what ways have you evolved since Monday morning? What specific achievement or newly unlocked superpower makes you proudest? What have you discovered about your potential as a coder, designer, and leader?

Morning Workshop: Mapping Tech Careers & Industry Connections

The coding skills you practiced this week aren't just for camp—they are the direct foundation for high-paying, creative careers across global industries. Take a look at how the tech ecosystem divides professional roles:

Career Pathway

What They Do

Skills You Used This Week

Gameplay Programmer / Software Engineer

Writes the core scripts, handles physics math, engines logic, and collision systems.

Writing movement scripts, collision nodes, and restart loops in Godot.

Systems / Level Designer

Maps out environments, balances game difficulty, and creates interactive puzzles.

Placing background tiles, spikes, coin placement, and setting up progression.

Technical Artist / Digital Animator

Designs characters, illustrates environmental assets, and programs frame-by-frame movement animations.

Drawing custom user avatars, monsters, and tiling sets inside Piskel.

Creative Director / Scriptwriter

Manages character lore, builds fictional worlds, and writes dialogue and storylines.

Drafting character profiles, outlines, and scripts for your Canva Comic.

Project Manager / Scrum Master

Leads creative teams, coordinates deadlines, resolves conflicts, and keeps engineering teams organized.

Applying morning Lean In Girls leadership frameworks to run your small group smoothly.

Real-World Application: The exact programming and design pipelines you explored are used daily at major studios like Nintendo, Epic Games, Roblox, Pixar, Cartoon Network, Google, and Apple!

Afternoon Event: The Official Project Showcase

The doors are open and it's time to shine! Complete your program post-surveys, then step up to your display station. Parents, guests, and community members will walk through the gallery. Your job is to lead them through your creation:

  1. Invite guests to grab your controller or keyboard and physically play through your custom platformer level.
  2. Walk them through your design slides, explaining a technical coding challenge you ran into and how you used your problem-solving skills to fix it.
  3. Proudly present your group’s superhero comic, highlighting how your real-life leadership superpowers helped your team guide your hero through their journey.

Next Steps: Keep Building Your Superpowers!

Your coding journey is just getting started! Don't let your game sit on a shelf. Here is how you can keep building your technical skills:

Remember: Your unique combination of creativity, leadership, and code creates endless possibilities in the world of technology. Keep building!


Appendix.

The pages below are the written instructions for each video link for each step in the video game design process. You can watch the videos or follow the instructions.

Open Godot Web Editor and Create a New 2D Project

Objective

This SOP explains how to access the Godot Web Editor, create a new project, and switch the editor to 2D mode. It is intended to help a team member quickly set up a new Godot project and understand the basic editor layout.

Key Steps

 

1. Access the Godot Web Editor 0:48

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2. Launch the Editor 1:00

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3. Create a New Project 1:14

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4. Switch to 2D Mode 1:48

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5. Review the Editor Layout 2:05

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6. Test the Project When Needed 2:20

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/ca8a42342052466d9a47fc61707e5a1a


Import Assets into Godot and Organize Them in an Assets Folder

Objective

This SOP explains how to source, download, extract, and import game assets into a Godot project. It also covers how to organize the imported files into a dedicated assets folder so the project stays clean and easy to manage.

Key Steps

 

1. Choose or create the assets you need 0:21

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2. Download the asset package 1:08

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3. Extract the downloaded files 3:13

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4. Open the Godot project and create an assets folder 4:02

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5. Import the extracted assets into Godot 4:21

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6. Move the imported files into the Assets folder 4:36

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/6ab2b731cf514397a21356e1082f0db9


Create a Player Character Scene in Godot 2D

Objective

This SOP explains how to set up a main game level, create a player character as its own scene, add animations and collision, and save everything in an organized project structure. Follow these steps to build a reusable player object that can later be scripted for movement and gameplay interactions.

Key Steps

 

1. Create the main game level root node 1:42

 

2. Organize the project with folders 2:34

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3. Save the main game level scene 3:30

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4. Create the player scene using CharacterBody2D 4:20

 

5. Add child nodes for animation and collision 5:22

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6. Configure the player’s idle animation 6:46

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7. Improve sprite clarity and finalize idle playback 10:10

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8. Add the jump animation 11:54

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9. Add the run animation 13:17

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10. Add and size the collision shape 14:01

 

11. Save the player scene 14:56

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/239adc68a28e45c3b2b8c22dfffd95e4


Add a Player Scene to the Game Level and Set Up a Basic Camera for Playtesting

Objective

This SOP explains how to place a saved player scene into the main game level, duplicate or remove instances as needed, and add a Camera2D so the player can be viewed during playtesting. It also covers how to run a quick test to confirm the player appears on screen.

Key Steps

 

1. Drag the saved player scene into the game level 0:32

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2. Add or remove player instances as needed 0:43

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3. Prepare the scene for playtesting by adding a Camera2D 1:08

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4. Position and adjust the camera around the player 1:26

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5. Run a playtest to confirm the player appears on screen 1:44

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6. Verify current movement behavior during testing 2:03

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/92ed70fd52fd4649b0edcac1dc66ecda


Add a Player Script, Create a Temporary Ground Boundary, and Test Basic Movement

Objective

This SOP explains how to attach a built-in script to the player node, save the scene, add a temporary ground using a Static Body 2D with a World Boundary Shape, and test the player’s basic left/right movement in the game. It is intended to help a team member verify that the player can move without falling before further gameplay mechanics are added.

Key Steps

 

1. Close the running game and return to the editor 0:17

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2. Select the player node and add a script 0:37

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3. Confirm the script is attached and save the scene 1:49

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4. Test the player in the game and observe gravity 2:30

 

5. Add a temporary ground using a Static Body 2D 3:53

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6. Save all scenes and retest movement 5:42

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7. Review current limitations before the next update 6:26

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/637efba62d744179972f408c16cee33c


Adjust Player Movement Speed by Editing a Constant in the Player Script

Objective

This SOP explains how to locate the player script, identify the speed constant, adjust the movement speed value, save the changes, and test the game to confirm the player moves at the desired pace. It is intended to help a team member quickly tune character movement without changing other gameplay systems.

Key Steps

 

1. Open the Player Script 0:24

 

2. Locate the Speed Constant 0:35

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3. Reduce the Movement Speed Value 1:54

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4. Save the Script Changes 2:10

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5. Test the Game and Verify the Result 2:17

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/3cac040864f04e029c65423c8b479e9d


Create a 2D Platformer Foreground, Collision, and Camera Follow Setup in Godot

Objective

This SOP explains how to build a 2D platformer scene using TileMap layers, paint platforms and decorations, assign collision only to playable surfaces, and attach the camera to the player for smooth following. It is designed so a team member can recreate the setup consistently and test it successfully.

Key Steps

 

1. Remove the temporary ground placeholder 0:12

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2. Add a TileMap layer for the foreground 1:47

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3. Create and configure a new TileSet 2:38

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4. Import the tile atlas into the TileSet 3:41

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5. Clean up tile grouping for better painting 5:04

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6. Paint the foreground platforms 6:00

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7. Add decorative foreground elements 8:41

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8. Add a physics layer for collision tiles 10:32

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9. Paint collision only on playable surfaces 11:03

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10. Test the level and verify player collision 12:41

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11. Raise the player above foreground objects using Z-index 13:37

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12. Attach the camera to the player 16:07

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13. Finalize the foreground before adding the background 17:17

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/18753a9af6874aad9b5f3248ea6ffd70


SOP: Create and Organize a Separate Background Layer for a Game Scene

Objective

This SOP explains how to paint a game background on its own tile map layer, set draw order correctly, and group scene layers into a single settings node. Following these steps keeps the background editable without affecting gameplay platforms.

Key Steps

 

1. Create a separate background tile map layer 0:21

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2. Set the draw order so the background renders behind gameplay 1:08

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3. Add the same tileset to the background layer 1:39

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4. Paint the background using the chosen color palette 2:19

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5. Verify the background is rendering behind the foreground 3:01

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6. Refine the background coverage and fill visible gaps 4:07

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7. Test the scene and correct any missing background areas 5:31

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8. Separate and organize scene layers under a settings node 7:35

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/fc832ecad7d04e9098350f7f8582e111


Create and Organize Platform Objects in a 2D Game Scene

Objective

This SOP explains how to create a reusable platform scene, configure its sprite and collision, place it into the main game level, and organize multiple platforms for easier scene management. It is intended to help a team member add static and future moving platforms consistently and correctly.

Key Steps

 

1. Create a dedicated platform scene 0:29

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2. Add a visible sprite to the platform 0:57

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3. Crop the sprite to a single platform image 1:26

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4. Add collision to the platform 2:04

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5. Save the platform as a reusable scene 2:32

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6. Place platforms into the main game level 2:44

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7. Fix platform visibility using z-index ordering 3:08

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8. Configure one-way collisions for jump-through behavior 4:14

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9. Group all platform instances under a single parent node 5:03

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/454e3b5807f1447bbc221f5bbe5b9c56


Create a Ping-Pong Moving Platform Using an Animation Player

Objective

This SOP explains how to add an Animation Player to a platform, create a keyframed movement animation, and configure it to loop back and forth. The result is a reusable moving platform that can be applied to one object without affecting other copied platforms.

Key Steps

 

1. Add an Animation Player to the target platform 0:24

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2. Create a new animation track 0:41

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3. Set the first keyframe at the starting position 0:51

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4. Move the platform to the end position and add the second keyframe 1:49

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5. Test the animation and adjust the duration if needed 2:27

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6. Enable looping and switch to back-and-forth playback 3:07

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7. Verify the animation is isolated to the correct platform 3:40

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8. Save the project 4:10

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/42afacf13e05424f9e273d42f6411a13


Configure Player Movement, Jump Input, and Platform Animation in the Game Project

Objective

Set up player controls, update the player script to use custom input actions, test movement and jumping, and correct platform animation settings so the game can be playtested properly. This SOP also includes a quick validation pass to confirm movement, jump height, and platform motion are working as expected.

Key Steps

 

1. Open the player script and identify the input-related code 0:00

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2. Create custom input actions in Project Settings 1:08

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3. Update the player script to match the new input names 3:08

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4. Understand and verify the movement logic before testing 4:09

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5. Save and playtest the player controls 5:17

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6. Inspect and fix the moving platform animation settings 6:28

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7. Adjust jump height and retest the game 7:26

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8. Verify remaining animation behavior and note next steps 8:22

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/dc0d443a9e904199a88e6097728c50fd


Configure Player Animation Logic for Idle, Run, Jump, and Facing Direction

Objective

Set up the player script so the character’s animations match movement input and facing direction. This SOP ensures the player idles when stationary, runs when moving, jumps when airborne, and flips left/right correctly.

Key Steps

 

1. Open the Player Script and Prepare to Control Animations 0:23

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2. Create a Reference to the AnimatedSprite2D Node 1:26

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3. Use the Sprite Reference to Play Animations 4:10

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4. Configure Horizontal Flip for Left/Right Facing 4:57

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5. Read the Direction Input Value 6:11

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/a89851c45a294c90bb0acc6c2074e487


Create a Restart Zone to Reload the Game on Player Death or Boundary Exit

Objective

This SOP explains how to build a reusable restart zone in a game scene so the current level reloads when the player falls off the map or collides with a restart-triggering object. It also includes an optional slow-motion effect to make the restart sequence feel smoother and more polished.

Key Steps

 

1. Create a reusable Restart Zone scene 0:21

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2. Save the scene and attach a script 2:24

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3. Connect the body-entered signal 3:23

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4. Add a timer to create a smooth restart delay 4:38

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5. Expose the timer as a variable in the script 5:33

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6. Start the timer when the player enters the zone 6:11

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7. Connect the timer timeout signal to reload the scene 6:42

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8. Add the Restart Zone instance to the game level 8:08

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9. Add a collision shape specific to the level 9:11

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10. Test the restart behavior in-game 10:08

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11. Optional: Slow down time for a dramatic restart effect 11:28

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/bb59f06037bb41f98603817cabebcd1f


Create a Collectible Coin Object with Animation, Collision, and Player-Only Detection

Objective

This SOP explains how to build a reusable coin object for a game level, animate it, place multiple instances in the scene, and configure collision so only the player can collect it. It also covers organizing the coin into a parent node and adding the basic collection behavior in script.

Key Steps

 

1. Plan the coin as a reusable game object 0:34

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2. Create the coin scene and required nodes 1:47

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3. Set up the coin animation 2:44

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4. Configure the collision shape and save the coin scene 4:25

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5. Place coin instances in the game level 5:00

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6. Fix coin visibility and organize coins under a parent node 6:10

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7. Add a script to the coin for collection behavior 8:01

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8. Make the coin disappear when collected 9:40

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9. Restrict coin collection to the player only 11:49

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10. Test coin collection in the game 15:10

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/c51f0f13bed9474e8a32f809472ff790


Create a Patrolling Enemy with Boundary Detection and Restart Collision in a 2D Game

Objective

Build a simple enemy that animates, patrols between two invisible boundaries, and triggers a game restart when the player collides with it. This SOP also covers the required scene setup, collision layers, raycast configuration, and script logic needed for reliable behavior.

Key Steps

 

1. Create the enemy scene root and save it 0:39

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2. Add and configure the enemy animation 1:34

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3. Add a restart collision zone to the enemy 3:21

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4. Create a reusable platform boundary scene 8:08

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5. Place the enemy and boundary markers in the level 9:31

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6. Add movement logic to the enemy script 10:48

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7. Add raycasts to detect patrol boundaries 15:22

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8. Store raycasts in script variables and reverse direction on collision 19:00

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9. Fix raycast detection settings if the enemy does not move correctly 24:09

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10. Test enemy patrol and restart behavior in the level 25:19

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/251cdec1016f46398dc1a8487137bb7e


Add a Simple Player Fall Effect on Enemy Collision

Objective

Create a basic visual death effect by removing the player’s CollisionShape2D when the player collides with an enemy or restart zone. This makes the character fall immediately, providing a simple and effective visual cue before the scene reloads.

Key Steps

 

1. Open the Restart Zone script 0:19

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2. Capture the colliding body 0:26

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3. Access the player’s CollisionShape2D node 1:14

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4. Remove the CollisionShape2D node to trigger the fall 1:25

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5. Save and test the behavior 2:05

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6. Consider a more advanced death animation later 2:24

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/ab8dee1e4b7d494f898b2a75f2847e49


Add On-Screen Instructions and Organize Scene Elements in a 2D Game

Objective

Create and position instructional text in the game UI, organize scene objects for easier management, and verify collision settings so the game behaves correctly. This SOP also covers basic visual cleanup and preparation for future polish items like sound effects and level-complete messaging.

Key Steps

 

1. Clean up the background so the camera view looks polished 0:30

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2. Group related objects into organized parent nodes 1:38

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3. Verify restart-zone collision settings for the world boundary 2:39

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4. Add a text label for player instructions 3:32

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5. Adjust label layering, font, and size for readability 4:32

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6. Playtest the game to confirm the instructions display correctly 5:51

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7. Validate gameplay behavior and identify remaining polish items 6:44

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/9e5a5ccd41744f46abb4c81d08bfda1e


Add and Configure Jump and Coin Sound Effects in a Game Project

Objective

This SOP explains how to add sound effects for player jumping and coin collection, route them through separate audio buses, and ensure each sound plays correctly before the related object is removed. Follow these steps to keep audio organized and prevent sounds from cutting off.

Key Steps

 

1. Create dedicated audio buses for sound effects 0:18

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2. Add an AudioStreamPlayer2D to the player for jump sounds 1:37

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3. Reference the player audio node in the player script and play it on jump 2:53

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4. Add an AudioStreamPlayer2D to the coin for collection sounds 3:56

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5. Reference the coin audio node and play it before removing the coin 4:23

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6. Prevent the coin sound from cutting off before the coin is destroyed 5:11

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7. Save and test the updated audio setup 7:16

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/7fd557dd07ad4796a090eaccdfcb827b


Build Score Tracking and End-of-Level Win Message in a 2D Game

Objective

Create a game manager to track coin-based score, display the score on-screen, and trigger a win message when the player reaches the end-of-level area. This SOP also includes setup, scripting, testing, and debugging steps to ensure the system works reliably.

Key Steps

 

1. Add a Game Manager to Centralize Score Logic 0:48

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2. Attach a Script and Create the Score Variable 2:09

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3. Make GameManager Accessible from Other Nodes 4:12

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4. Create a Function to Increase Score 6:24

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5. Call GameManager from the Coin Script 7:12

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6. Add a Score Label to Display the Current Score 7:46

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7. Reference the Score Label in the GameManager Script 10:06

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8. Save and Verify Score Updates 12:36

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9. Create an End-of-Level Trigger Scene 13:16

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10. Add Collision and Configure the Trigger Mask 15:29

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11. Place the End-of-Game Trigger in the Main Level 16:49

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12. Add a Hidden Win Message to the Trigger Scene 18:12

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13. Attach a Script and Connect the Body-Entered Signal 19:46

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14. Show the Win Message When the Player Reaches the End 21:07

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15. Test the Full Game Flow and Debug as Needed 22:25

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Cautionary Notes

Tips for Efficiency

Link to Loom

https://loom.com/share/bf041d0e49f34bf6a27485b7cd178624