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Retro Beat Em Up! - Season 1 - Updates Weekly


Put on your masks, we're going retro!
Did you ever wanted to know the ins and outs of beat em up classics like Double Dragon / Streets of Rage / TMNT in Time / Final Fight and a lot more?

Well now you can just by following my brand new course. Not only we are going to recreate a TMNT game from GBA and add a few modern touches to it, like fancy lights and shadows, we are going to see all the techniques involved like palette swapping / multplie players and if you like the course enough - online multiplayer as well.

Thumbnail art by CLRCRS

All rights and credits on the art go to the original artists, if you are a lawyer, TMNT is stupid and this is a parody, now go away and read this

The sprites i'm using are from here , all credits for the rips to the rippers.

 

BTW Rise of the TMNT is a good show!

 

 


Course Lessons
Course contains 45 lessons.
Let's setup our project, see how to handle our sprites and talk about our workflow

Let's start moving around with the navmesh

Let's see the workflow to clean up "raw" spritesheets into organized frames we can then use inside Unity

An addition from the previous video, let's see how to fix sprites with larger canvas sizes

Let's import our frames and have them animate

Let's make our animations play and attack, all with input

Let's make our units react on attacks

Let's start thinking with actions

Let's put the intelligence in the AI



Let's add combos to our player and then jump!

Let's add combos based on inputs and a lot more gameplay goodies

Let's get things vertically so we can work with our 2D tools


Let's add some variety on our sprites, the easy way!

Let's create our level phases

Let's fancy up our game with 2d lights!

Let's make tools to make it easier to debug our AI

Let's make our AI work with delegates over linear structure

Let's create a simple A* for our enemies

Let's expand on our pathfinder and create a flowmap to circle around our player

Let's make a state machine for our AI

Let's write some more AI logic to tailor our gameplay

Let's create a dolly that our move will move on to

Let's add a motor boss

Let's make our AI a lot more flexible than before

Let's make an AI that stays back throws stuff, what a naughty fella...

Let's setup everything we are going to need in terms of camera usage


Let's add the new input system and see how easy it is to add a 2nd player to it

Let's create an AI director to surround our players like a mob

Let's create an object pooler and add VFX to the game!

Let's fix our input multiple registering, add shadows and some general fixes here and there

Let's make our first boss be a little spicy, let's have our motor thug be an actual mob with some tricky attack patterns

Resuming after the crash

Let's make the AI throw some rocks and us throwing them back to them xD

Let's spice up our game with different AI logics

Let's put some dogs in our game

Let's add some grabs to our game!


Let's fancy up our camera

Let's introduce the A star project to our game and harness it's power! Get it from here https://assetstore.unity.com/packages/tools/ai/a-pathfinding-project-pro-87744

Let's connect our units to the a star grid

Let's play bowling with the enemies