We started with a basic and simple one to coding. It helped me understand the base of the coding. Basically, we learned that the codes are commands and to write a new command, we will usually combine different commands to create a new one.
![](https://static.wixstatic.com/media/1ca05e_967f4b164d2b46edb08ec825635418eb~mv2.png/v1/fill/w_980,h_332,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/1ca05e_967f4b164d2b46edb08ec825635418eb~mv2.png)
After finishing all our assets and preparing them, we will open the unreal create a new project and open a new level folder.
![](https://static.wixstatic.com/media/1ca05e_647e680512804965adafc5aecd9a183a~mv2.png/v1/fill/w_980,h_841,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/1ca05e_647e680512804965adafc5aecd9a183a~mv2.png)
here we can choose the empty level since we will make a 2D game and import the 2D assets we prepared in Photoshop or Illustrator.
![](https://static.wixstatic.com/media/1ca05e_06ad6a4e9290430088d5d07f83426e55~mv2.png/v1/fill/w_980,h_201,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/1ca05e_06ad6a4e9290430088d5d07f83426e55~mv2.png)
After importing our files and converting them into a sprite by right-clicking on them, we can place our backgrounds and level tiles so we can change the way they look but our character can walk on them.
![](https://static.wixstatic.com/media/1ca05e_d53b5a1e73b040e78245bc52a7fe7056~mv2.png/v1/fill/w_980,h_615,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/1ca05e_d53b5a1e73b040e78245bc52a7fe7056~mv2.png)
We decided to separate the layers so the layer could feel dragged into the game. The circles you see are for the tiles so our character can walk on them, we will convert our tiles to these circles so it will look like our character is walking on these sprites
![](https://static.wixstatic.com/media/1ca05e_af974fe53bd54a6fa9fbb212627d53ac~mv2.png/v1/fill/w_980,h_478,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/1ca05e_af974fe53bd54a6fa9fbb212627d53ac~mv2.png)
In the second level, we repeated the background and separated the layers again so again we could add depth. We used spaceships for this depth effect.
We also added a trigger to go from one level to another one.
Normally we already had a template but after adding our sprite sheets in, we replaced these with our characters.
![](https://static.wixstatic.com/media/1ca05e_beeeca6de5bb4c4a83e5e5a6bd3340e2~mv2.png/v1/fill/w_980,h_548,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/1ca05e_beeeca6de5bb4c4a83e5e5a6bd3340e2~mv2.png)
Where we see the source of the flipbook means it can be used for 2D sources.
The sphere we see around our character will show us the edges of the character.
In unreal, we will use a command sysytem where we attach separate commands, codes or note squares.
the squares we see down there are the codes or commands for the game.
![](https://static.wixstatic.com/media/1ca05e_7637ef27527d4e7a8a3d0d301db73087~mv2.png/v1/fill/w_980,h_414,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/1ca05e_7637ef27527d4e7a8a3d0d301db73087~mv2.png)
![](https://static.wixstatic.com/media/1ca05e_334768a9472f436886b9448d4fbc6944~mv2.png/v1/fill/w_980,h_341,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/1ca05e_334768a9472f436886b9448d4fbc6944~mv2.png)
![](https://static.wixstatic.com/media/1ca05e_3be8d31e394f4fcb8696bdc2a7608ac3~mv2.png/v1/fill/w_980,h_381,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/1ca05e_3be8d31e394f4fcb8696bdc2a7608ac3~mv2.png)
![](https://static.wixstatic.com/media/1ca05e_61775b28304f434989f71c31525464e2~mv2.png/v1/fill/w_928,h_422,al_c,q_90,enc_auto/1ca05e_61775b28304f434989f71c31525464e2~mv2.png)
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