How To Make A Video Game - GDevelop Beginner Tutorial
Summary
TLDRThis tutorial video showcases the creation of a 2D platformer game using GDevelop, an open-source game engine. It highlights the engine's no-code system, making game development accessible through intuitive event-based programming. The video guides viewers through character creation, level building with tile sprites, enemy implementation, and adding UI elements. It also covers essential game mechanics like scoring, animations, camera controls, and sound effects, providing a comprehensive foundation for beginners to jump into game development.
Takeaways
- ๐ The video is a tutorial on using GDevelop, an open-source game engine, to create a platformer game.
- ๐ GDevelop is praised for being fast, lightweight, and user-friendly due to its no-code system and event-based programming.
- ๐น๏ธ The platformer game created in the tutorial features a character with animations and behaviors for movement and jumping.
- ๐จ The assets used in the video are CC0, meaning they are free to use without any restrictions.
- ๐ The tutorial covers creating a new project, importing assets, and setting up the game scene with pixel art optimization.
- ๐งฉ It demonstrates adding objects and behaviors to the game, such as the platformer character behavior and platform behavior for level elements.
- ๐ The video explains how to use tiled sprites for level design and how they differ from regular sprite objects in terms of scaling.
- ๐ฎ The tutorial includes setting up enemy behavior with a walking animation and collision detection to move back and forth.
- ๐ It shows how to implement scoring mechanics with a variable and updating UI text to reflect the score.
- ๐ The script includes creating death animations for the player character and resetting the scene upon death.
- ๐ต Finally, the video discusses adding sound effects, music, and background elements to enhance the game experience.
Q & A
What is the main focus of the video tutorial?
-The video tutorial focuses on creating a platformer game using GDevelop, an open-source game engine, and explains the process step by step.
Why is GDevelop considered advantageous for game development?
-GDevelop is advantageous because it is fast, lightweight, and user-friendly due to its no-code system, allowing users to create games using a more human-readable event system.
What type of assets are used in the video, and what does CCO mean in this context?
-The video uses CCO (Creative Commons Zero) assets, which means they are completely free to use without any restrictions or requirements.
How does GDevelop handle character animations?
-GDevelop handles character animations by allowing users to import individual frames and set the time between frames to create a loop for animations like idle, running, or jumping.
What is the purpose of the platformer character behavior in GDevelop?
-The platformer character behavior in GDevelop provides settings for character movement and jumping, and it enables characters to interact with platforms and ledges in the game.
How does the tutorial handle scaling issues with pixel art in GDevelop?
-The tutorial suggests selecting 'Optimize for pixel art' when creating a new project, which adjusts default settings to better accommodate pixel art scaling.
What is the role of the tiled sprite object in building game levels?
-Tiled sprite objects in GDevelop are used to build game levels by repeating the sprite image instead of stretching it, which is ideal for creating platforms and backgrounds in a level.
How does the tutorial implement enemy behavior in the game?
-The tutorial duplicates the player object and modifies it to create an enemy, using events to flip the enemy's direction upon collision with a wall and to deactivate the player's controls for the enemy.
What is the significance of the smooth camera behavior in the game?
-The smooth camera behavior in GDevelop is used to make the camera follow the player smoothly around the game scene, enhancing the gameplay experience.
How does the tutorial handle scoring and displaying the score in the game?
-The tutorial creates a bitmap text object for displaying the score and uses a scene variable to track the score, updating the text object's text to reflect the current score each time the player collects a coin.
What are the different types of platforms created in the tutorial, and how do they function?
-The tutorial creates solid platforms, jump-through platforms, and moving platforms. Solid platforms do not allow characters to pass through, jump-through platforms can be jumped through but not walked on, and moving platforms shift back and forth, carrying characters with them.
How does the tutorial implement death mechanics for the player character?
-The tutorial uses an event that triggers when the player collides with an enemy or falls below a certain boundary. It changes the player's animation to 'death', deactivates the platformer behavior, and resets the scene after a short wait.
What is the purpose of the boundary object at the bottom of the screen?
-The boundary object is used to set a limit for the camera movement downward, preventing the player from falling out of view and ensuring the camera stops at the top of the boundary.
How does the tutorial address the issue of the character going behind other objects?
-The tutorial suggests adjusting the Z order of the objects. By setting a higher Z order value for the character, it ensures that the character appears in front of other objects in the scene.
What is the role of the animator behavior in character animation?
-The animator behavior in GDevelop is used to manage character animations according to specific conditions and actions, allowing for smooth transitions between different animations like idle, running, and jumping.
How does the tutorial add sound effects and music to the game?
-The tutorial uses the 'play a sound' action to add sound effects when the player interacts with objects like coins. It also uses the 'play a music file on a channel' action to add background music to the game scene.
What is the recommended text object to use for pixel art games in GDevelop?
-For pixel art games, the tutorial recommends using the bitmap text object, which provides clearer rendering compared to the basic text object that can appear blurry due to smoothing effects.
Outlines
๐น๏ธ Introduction to GDevelop and Starting a New Project
The script introduces a tutorial on using GDevelop, an open-source game engine, similar to GDAU but with a no-code system that uses events for game creation. It emphasizes GDevelop's ease of use, speed, and lightweight nature. The video will guide viewers through creating a platformer game with CC0 assets. The process starts with creating a new project, optimizing settings for pixel art, and setting up the game scene with a blank slate and an event sheet. The first task is to add a platformer character using a Sprite object and importing animation frames.
๐ Configuring the Platformer Character and Setting Up the Game World
The tutorial continues by detailing how to configure the platformer character with behaviors for movement and jumping. It explains how to adjust the character's scale for pixel art and set up the game's grid for level design using Tiled Sprites. The script covers creating a dirt platform, adjusting its properties, and adding a platform behavior for interactivity. The camera setup is also discussed, including zoom and centering on the player at the beginning of the scene.
๐๏ธ Building the Level and Implementing Different Types of Platforms
The script moves on to building the game level using Tiled Sprites, which are efficient for creating levels and UI elements. It demonstrates duplicating objects and assigning platform behaviors. The video introduces different platform types, such as solid, jump-through, and moving platforms, each with unique behaviors. The character's movement speed is fine-tuned, and a smooth camera behavior is added to follow the player. The level construction includes creating a bridge and setting up a moving platform with rectangular movement behavior.
๐ฐ Adding Collectibles and Creating an Enemy for the Game
The tutorial describes adding collectible items, like coins, to the game using a Spray object with an animation. It covers setting up collision events to delete the coin upon collection and incrementing the player's score. The script then explains creating an enemy by duplicating the player object and modifying its behavior for walking back and forth between boundaries. The enemy's movement is scripted using events and points for collision detection with the environment.
๐พ Implementing Death Mechanics and Boundary Collisions
The script discusses implementing death mechanics for the player character, including setting up animations and events for death when colliding with enemies or falling off-screen. It explains using a boundary object to define the level's limits and preventing the camera from moving below this boundary. The tutorial also covers creating events to handle death animations and scene resets after player death.
๐ Adding Text for UI and Animations for the Player Character
The tutorial guides on adding text to the game for UI elements, such as scores and tutorials, using Bitmap Text objects suitable for pixel art. It explains adjusting text scale and positioning it on a separate UI layer. The script covers setting up a variable to track the score and updating it when coins are collected. Additionally, it describes using the Animator behavior to add and manage animations for the player character, such as idle, running, and jumping.
๐จ Final Touches: Backgrounds, Sound Effects, and Music
The final part of the script focuses on enhancing the game's visuals with background elements and adding sound effects and music. It explains setting the Z-order for background objects and using the built-in sound creation tool in GDevelop to add sound effects for interactions. The tutorial also shows how to play background music and set it to repeat for continuous playback. The video concludes by encouraging viewers to explore further customization and additional features through GDevelop's resources.
Mindmap
Keywords
๐กGDevelop
๐กPlatformer Game
๐กAssets
๐กSprite Object
๐กBehavior
๐กTiled Sprites
๐กEvent Sheet
๐กCamera Boundaries
๐กBitmap Text
๐กZ-Order
๐กSound Effects and Music
Highlights
Bracki returns to the internet with a tutorial on GDAU, an open-source game engine.
The video follows a similar format to previous tutorials but uses the GDevelop game engine.
GDevelop is praised for being fast, lightweight, and user-friendly with its no-code system.
GDevelop allows for the creation of 2D and some 3D games with ease.
The tutorial focuses on making a platformer game using assets that are free to use.
Creating a new project in GDevelop involves selecting a template or starting from scratch.
Pixel art optimization settings are available for projects in GDevelop.
Adding a platformer character involves importing images and setting up animations.
Behaviors can be added to objects in GDevelop to define how they function in the game.
The platformer character's movement speed and jump settings can be adjusted in the behavior settings.
Tiled Sprites in GDevelop are useful for creating levels without stretching images.
Different types of platforms, such as solid and jump-through, can be created with specific behaviors.
The camera can be set to follow the player smoothly in GDevelop.
Pickups like coins can be added to the game with animations and collision events.
Enemies can be created by duplicating the player object and adjusting their behaviors.
Death animations and events can be set up for the player character.
Boundaries can be set at the bottom of the screen to define the playable area.
Text objects in GDevelop can be used for UI elements like scores.
Bitmap text is recommended for pixel art games in GDevelop to avoid blurriness.
Scene variables can be used to track scores and update UI text dynamically.
Z-order can be adjusted to control which objects appear in front of others.
Background elements can be added to enhance the visual appeal of the game scene.
Sound effects and music can be integrated into the game for a more immersive experience.
GDevelop's built-in sound creation tool, jfxr, can be used for creating sound effects.
The tutorial concludes with suggestions for further customization and expansion of the game.
Transcripts
recently bracki returned to the internet
with a tutorial video about gdau a very
popular open- Source game engine and in
this video we're going to be following a
similar format and using the same assets
but we'll be using G develop another
popular open source game engine and even
though G develop doesn't have people
writing songs about
it it does have its advantages G develop
is fast lightweight and super approach
because of its no Code system instead of
needing to learn and write lines of code
gdevelop events are written in a much
more human way things like if this key
is pressed do this
thing making it really easy to just jump
in and start making games with G develop
you can make basically any 2D game that
you can imagine and even some in
3D but in this video we're going to be
making a platformer game the assets in
this video are CCO which means that
they're entirely free to use with no
strings attached and we'll link to those
assets in the description now the first
thing you need to do when making a
project is create a new project you can
pick one of the template games and build
off of one of those if you want to but
we're going to start from a new project
so we're going to click to create a
project pick our default size give it a
name pick where you're going to save
it and then for this video we're going
going to be using pixel art so we're
going to select optimize for pixel art
all this is going to do is change some
of the default settings in the game
project and now we create the project we
start off with a blank scene with no
objects our starting game scene and then
our event sheet in the
background so the first thing we need to
do for a platformer game is ADD our
platformer
character so we'll click to create a new
object there are over a dozen different
object types pick from but we're going
to start with a Sprite object for the
character we're going to click to import
some images into this
object in this case I already have them
broken up into individual frames from
the pack online so we'll select the
frames for the anal animation and add
them in and then change the time between
frames to find something that's at a
good
pace and we'll click here to make it
Loop so this this is the idle animation
for the
player and we'll name that animation
idle now the next thing we need to do to
make it a platformer character is go to
behaviors add a
behavior and then select the platform or
character Behavior which starts off at
the top of the
list in here there are a bunch of
settings for how fast the character
moves and jumps and whether or not they
can grab onto Ledges or things like that
and lastly we'll change the object's
name to player
and press
apply now we can drag this into the
scene and you can see it's really tiny
because this is pixel art to scale so if
I preview the game you'll see the tiny
character fall off the screen the first
thing we're going to do is go into the
event sheet and click to add an event
the way the events work is really simple
on the left are conditions and on the
right are actions so if a condition is
true then an action will
happen so we'll start with a condition
beginning of scene so if it is the
beginning of scene something will happen
and in this case we're going to set the
camera to zoom in and we're going to set
it to four and base layer so it will
zoom in four times the initial scale on
the base layer and then we'll use
another action to Center the camera on
the player at the beginning of the scene
so we'll use the action center the
camera on an object and select the
player object for the base layer so now
when the scene starts we'll be zoomed in
and the camera will start centered on
the player and then they'll fall off
screen again so now the next thing to do
is set up the grid to be 16 by
16 and we'll add a tille Sprite
object and we'll start with a dirt
platform and this image is 16x 16 so
we'll set that as the default width and
height and rename the object as platform
dirt and then press apply then we can
drag that platform into the scene and
here it is now tiled Sprites expand
differently than regular Sprite objects
a regular Sprite object will grow in
scale when you try to expand it but a
tiled Sprite will actually repeat
instead of stretching which makes them
great for building out levels and doing
lots of different things with UI if I
double click on this I'll open up the
object and then I can go to behaviors
and add the behavior
platform and then press Supply now this
is a platformer character and this is a
platform object so if I press preview
now the character will land on the
object and because this has the
platformer character Behavior I can use
the arrow keys in spacebar to move it
around and launch it off the platform
obviously that movement is too fast so I
need to open up the player object go to
Its Behavior and in the platform or
object Behavior I need to adjust these
values to find something that makes
sense for this character
at this
[Music]
scale now the next thing I'm going to do
is build out the level with G develop
you can use tiled a third party tile
editor or LDK another third party level
editor but for a level this size it's
actually easier to just use til Sprites
like the platform we have here so I'm
going to add in more objects like this
one and then build out the level
[Music]
when I have an object in scene already
that I want to copy I can just press
control and drag it to create a new copy
of that
object and because I duplicated these
objects instead of creating new ones
from scratch they came with the platform
Behavior already on them
so I don't need to add that for every
single one next I'll add a new kind of
platform and I'll call this one
[Music]
bridge what's different about this one
is I'm going to go to the behaviors and
instead of it being a basic platform or
ladder I'm going to select jump through
platform so now this object if I preview
the game can be walked through and
jumped through whereas the other ones
are solid and can't be jumped through so
I can jump on the top of this one and
use the down key to go down below
it and now that we're building the level
out a little more we're going to want to
make the camera follow the player so
we're going to go to the player object
and add a new behavior and this time
we'll look for the smooth camera
behavior and we'll pick the one for the
platformer
character again there are a bunch of
values in here that you can change but
for now I'm going to just press
apply and now in the game scene the
camera smoothly follows the player
around next we'll add one more kind of
platform and this will be one that can
move so we'll duplicate the bridge and
we'll call this moving for platform
moving and we'll change the
image this one's dimensions are 32x 9 so
we'll change this information and put it
here into the game now in behaviors
again we'll add a behavior for for
rectangular
movement and in this Behavior we have
two settings for width and height so if
we change the height to zero then it
will be a straight line instead of a
rectangle and we can change how long it
takes in each Direction but for now
we'll just press apply and so now if I
go up to that platform you'll see it
moving back and forth and stopping for 1
second on either side of its
range and if the character jumps on the
platform it'll move back and forth with
it
[Music]
and there we go next we'll add some
pickups to the game so the only 2D
object with animations is a spray object
so I'm going to create a new spray
object and call it coin and then import
those images
in so I'll set it to Loop and press
preview to see the speed of this
animation and since it's a bit too fast
I'm going to slow it down there we
go and now with that done I can drag it
into the scene and with control and the
mouse I can create a bunch of copies and
put them into the
scene now the next thing we're going to
do is go to the event
sheet and create a new event and for
this one we're going to add the
condition for collision with the player
and the coin so we're going to use the
general object
Collision of the
player with the coin object so if the
player runs into the coin
we'll use the action delete and we'll
select the
coin so now if we take the player object
and run it into the coin the coin will
get deleted it's a really simple
mechanic and now the next thing we're
going to do is create an enemy for this
character so the first thing I'll do is
make a spot for
that where we're going to use these
walls to check for Collision to make the
enemy walk back and forth so for this
one I'm actually going to duplicate the
player object because it has the
platform of behavior and we've already
set up the movement speed to make sense
with this scale so instead of this idle
animation we're going to add in one for
the walking
enemy we're going to select these images
and delete them and then we have the
enemies walk animation
instead so to prevent the player from
being able to control this we're going
to go to the behavior and turn off
default controls
so now the arrow key in space won't
affect this object and now I can put it
into the
scene before I preview the game though I
need to take away its smooth camera
Behavior because that will conflict with
the player's smooth camera
Behavior now if I preview the game
you'll see that they fell down just like
the player because they have the
platformer object
Behavior so now for the enemy I'm going
to add a new
event and use the condition horizontally
flip
because when the enemy runs into the
ground in its path we're going to use an
action to flip the character so it'll go
in the other direction so we have one
condition for is flipped and then we'll
invert this one as the condition for not
flipped so if the enemy is flipped we'll
use the platform behaviors controls to
simulate left key
pressed so Movement platform Behavior
platformer controls simulate left key
pressed
and then if it's not flipped we'll do
the opposite we'll simulate the right
key being
pressed and then finally we'll go to the
enemy
object edit points so we're going to put
a point on the
object add the point and call it
anything that we want to in this case
I'm going to call it
Checker and put it here in front of the
character as long as it's in front of
the character and it will collide with
the
wall so now that we have that point
we can create a new event and check if
the point is inside of an object and the
object is going to be the platform Stone
because that's what's on either side of
the
enemy and then we need the expression
enemy so select the enemy first point x
cuz this is the X position and this is
the Y position along the grid and then
we'll put in quotation marks and the
autocomplete will show us the different
points in that object and since all
there is is Checker we can select that
and there we
go so this will check the exposition of
that new point that we made on the enemy
and then I can copy that
down and change it to the Y Point
instead so if that point is inside the
stone we will set it to flip the
object but now we need to do that again
for the other direction
so if the enemy is horizontally flipped
and this point goes inside the stone
platform inside
this then we want to change it to the
opposite so if it is flipped we're going
to change it to no not be
flipped and then if it's not flipped
we'll use the flip horizontally action
and set it to yes to
flip so let's see that in action if we
go over to the enemy we'll see it going
back and forth way too fast but it's
[Music]
working there we go and now that we have
an enemy that walks back and forth we
need a way to die to it because
otherwise it's not really a threat but a
decoration so we'll go to the player
object and include the animation for
death
we'll set the duration and this time we
won't set it to
Loop and then we'll go to the event
sheet and create a new
event and we can just copy this event
from above where if the player is in
collision with but change the coin to
the enemy
object we'll change the animation of the
player based on its name to that death
animation we just
added and then we'll create a new event
and check if the animation is that death
animation check the animation by name
select the player object and if it's
equal to death
[Music]
then we'll use the action to deactivate
the behavior of the player object and
select the platformer object behavior
and set it to
no so now when the play's animation is
equal to death we deactivate that
behavior and then we'll change the scene
to the current one to reset the scene so
we'll use the action to change the
scene and select the one that we're
currently
in but if we left it like this we
wouldn't get to see the death animation
play because it would set the animation
making this condition true and then
immediately afterwards resetting the
scene so we'll use the action for wait X
seconds
and we'll make it wait 2
seconds before resetting the scene and
to prevent this event from triggering
multiple times we'll use the condition
trigger
once there we go now if I bring the
player character over to the enemy and
run into it we die and then 2 seconds
later the scene
resets now let's do the same thing if we
fall off the screen so what we want to
do here is set a boundary for the bottom
of the screen and the quickest way to do
that is to just add an object and place
it at the bottom of the screen so we'll
create a spray object call it
boundary and then we'll create one with
piscal piscal is the built-in image
editing software in G develop that can
be really handy for small tasks like
this one so we'll use the bucket tool
and fill it with red and then name the
image
boundary and then save and now we have
Red Square as the image for this object
now Place boundary into the scene and
use it to Mark the bottom of the level
then I'll add a condition to check the Y
position of the player
object so condition for y position of
the player
object if it is greater than because the
Y AIS is inverted so if the player Falls
beyond the boundary the number will
actually be greater than the boundary's
position
so we use the boundaries y
position and then we want this to happen
for both of these so I'm going to use
the or condition to check for either of
these
conditions so now if the player is in
collision with an enemy
or the Y position of the player is
greater than the boundry we change the
animation to
death and then if the animation is death
we reset the
scene so now if the player goes below
that there we
go although we don't actually want to
see the boundary or the player stopping
in midair when they fall so we're going
to set the camera to no longer go below
that
point and we're going to do that by
adding an
event and using the action enforce
camera
boundaries but since the only hard
boundary is the bottom which is this
value here we'll set this to boundary y
position so the camera will stop at the
top of the
boundary then we'll use the player's
position for the other values so for the
left bound we'll use the player's
Exposition minus 1,000 for the right
bound we'll use the exposition plus
1,000 and then for the top boundary
we'll use the player's y position minus
1,000 because again minus is up and
pluses
down so now the camera works properly in
all directions except for down and it
will stop where that boundary is hiding
both the boundary and the player
stopping in midair the next thing you
probably want to do is add text to your
game now with gev develop there are
three different types of text objects
the basic text object works well at
higher resolutions with softer edges but
when you're working with pixel art it
render is blurry because of that same
smoothing effect that makes it look nice
at higher
resolutions so if you're adding text to
a pixel art game you want to use the
bitmap text
object and for this I've already created
a bitmap font there are lots of tools
out there to do this but I used snow
be.org and once you get that you'll get
two files one being the font
file and the other being the atlas image
and you can just add both of those in
and then drag your text into the
scene you can change the scale of that
text in the object with the text scale
option and now we can use this text for
lots of things in game whether it be
in-game tutorials or onscreen UI to tell
you how many coins you've picked
up so we'll set one of these to be the
tutorial text and we'll put text into
the game
and then we'll duplicate that and make
this the UI
text so since the camera is zoomed in
four times for the UI this is the actual
size of the
screen so for the UI score we'll need to
change the scale to fit the size of the
screen
[Music]
and then to make this stick as UI on
screen we need to have it on a separate
layer from the camera that's moving with
the player so we'll open up the layers
panel and add a new layer call it the UI
layer and then in the properties panel
set that text object to be on the UI
layer so now all of this in game is on
the base
layer and the UI text is on the UI layer
so so if you preview the game you'll see
that this text is in the game on the
base
layer and this text is stuck to the
screen on the UI layer and now we need
to make that score text actually do
something so we're going to make that
count up as we pick up coins so I'm
going to right click on the screen and
go to scene properties and then go to
edit scene
variables from here I'm going to add a
variable I'm going to set that variable
to be a number number variable and call
it
score so now in the event sheet where
the player runs into and picks up coins
we're going to add an action to make
that score variable go up by one each
time we do so we're going to go change
number variable for a scene
variable pick that score variable that
we just
added and change the modifier to
add and then one as has the
value and press
okay now when the player collides with
the coin we delete that coin and add one
to the score but on top of that we also
want to change the
text so we'll select the UI score bitmap
text
object select text to modify the text
and then we'll set that text to be the
score and then plus combines two things
together and then we'll type in score
for the variable so this is the variable
score that we just set
up so it's the text score plus the
variable and press
okay so now we'll pick up the coin
delete the coin change the variable and
then set the text to show that
variable and there we
go and now we want to animate the player
there are a bunch of different
conditions and actions related to the
platform Behavior but it's faster to use
the animator behavior for it so if we go
to the player object and go to behaviors
we can search
animate and we can find the platformer
character
animator which is a behavior that flips
the character and animates it as long as
we follow the naming scheme in the
behavior so now I'll add two more
animations to the character
[Music]
one for
jumping make sure to name that
jump and then one for running and I'll
set that one to
Loop and then I'll press
apply now when I walk around the anim
changes to the Run
animation and when I jump the animation
changes to the jump
animation now you might have noticed
that the character goes behind these
objects in scene and that's because
every time you add an object to the
scene in G develop it adds one to the
next object's zv value so the higher
your Z order is the further ahead in the
scene you are compared to other objects
in the scene so if I change this up and
down you can see the character going
behind and in front of the objects so if
I just put that up to a higher number
and then preview the game the character
will no longer go behind those
objects now the last thing to do is make
the scene look a little prettier and
then add sound effects so I'm going to
add a series of tile sprayed objects to
use as the background
[Music]
I'll set the zorder of these objects
down to -10 just so they're definitely
in the background
and then I'm going to add sound effects
to the game and all I need to do for
that is use the action to play a
sound so when the player collides with
the coin object use the action play a
sound and then I can choose a
file or create one with jfx
r jfx r is the sound creation tool built
directly into G develop and it's really
useful for little sound effects to put
throughout your game
but since the asset pack that we're
using already comes with sound effects
I'm going to just pick one of
those then I can set the
volume and the
pitch now whenever I pick up a coin it
plays a
sound and then every game wants to have
some music of course so at the beginning
of the scene I'm going to set up music
to play so I'm going to use the action
play a music file on a channel
and pick the music that's in this asset
pack again setting the volume and the
pitch as well as the channel identifier
that lets you pick which channel music
is being played on and of course we want
the music to continue playing so I'm
going to select repeat the
sound now when the game starts we have
[Music]
music and sound effects that get played
when that character interacts with
things now from here you can make any
number of changes to the game to make it
your own whether you want to add new
enemies or any number of more
complicated mechanics the gdevelop
YouTube channel is full of tutorials to
help you do just that
[Music]
he
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