3.2 Platformer Boot Camp: Learn GDevelop by building a platformer

Everyone does this, whatever your track. These are the building blocks for everything you'll make. Work through the tasks below in order — each one builds toward a working platformer you can ship in 3.6.

Find Your Spot

Monday: your teacher will model Task 1 live. That walkthrough is Task 1 — once it's done, you keep going independently. This pattern repeats all unit: read → build → checkpoint.
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⬇️ Download Your Assets FIRST

Before you start building, download the asset pack for this boot camp. You'll need sprites, tilesets, and background images to build your platformer.

Step 1: Choose Your Asset Pack

Pick ONE of these:

  • For this tutorial: Kenney Abstract Platformer — Open this folder to see the PNG tilesets and sprite files. You can use these directly in your GDevelop project.
  • For more variety: Kenney Platformer Remastered ZIP — Download and unzip this to explore more art styles and tiles.
  • Want something different? Visit kenney.nl and download any free pack you like. (Kenney Assets are free for personal and commercial use.)

Step 2: Save Your Assets

Once downloaded, save the assets to a folder you can access in GDevelop:

  • Path A (cloud account): Save to H:\ICT 9\3_dev_team\assets\ so you can access them from the web editor
  • Path B (desktop only): Save to H:\ICT 9\3_dev_team\assets\ (same place)

You'll import PNG tilesets and sprite files from this folder when you build your platformer.

🟢 Asset setup check: I have downloaded assets and saved them to H:\ICT 9\3_dev_team\assets\
Green

Task 1 — Choose how you'll work

You have two paths. Pick one and stick with it for the whole unit.

Path A: Free Account

You want to work from home or on different computers

  1. Create a free GDevelop account at editor.gdevelop.io
  2. Create a new project called platformer (all lowercase, hyphens ok)
  3. Work in the web editor or desktop app — projects save to the cloud
  4. Before you leave each session:
    • Save a backup copy to H:\ICT 9\3_dev_team\platformer\
    • Log out of GDevelop
🟢 Path A check: I can log out, log back in, and open my project. I have a backup on H: from today.
Free accounts have a limit on cloud projects. Keep only your platformer and studio-project in the cloud. Backup and delete any experiments.

Path B: Desktop App, No Account

You want the simplest setup and will only work at school

  1. Open the GDevelop desktop app and skip sign-in
  2. Create a new project called platformer (all lowercase, hyphens ok)
  3. Save directly to H:\ICT 9\3_dev_team\platformer\ — this is your only copy
  4. Work in the desktop app only (the web editor won't work without an account)
🟢 Path B check: I can close GDevelop, reopen it, and open my project from H: without the web editor.
Path A notes: The free plan has a limit on cloud projects (verify with Ms. Ahoy). Keep your backup copy on H: current — that's your safety net.
Green

Task 2 — Build platforms

Now it is time to create Platforms for your Player to run on.

  • Ground platforms = solid floors/walls the player cannot pass through.
  • Floating platforms = smaller "islands" placed at various heights.
  • Jump-thru (one-way) = player can jump up through them from below and land on top.

Step 1: Turn On Grid & Snapping

  1. Select Toggle/Grid → Show grid (ON).
  2. Show grid toggle
  3. Select Setup grid to set the grid size to 64 × 64.
  4. Why: snapping keeps edges aligned so collisions are clean and movement feels right.

Step 2: Add the Tilemap for Platforms

  1. Add a new object → choose Tile map → select Skip and create from scratch
    • Object name: Level_1_Platforms
    • Tile size: 64
    • Choose a file: File from your device → select your tileset PNG (e.g., tilesheet_complete.png)
    • In the Editor, click on the tiles that will be used as platforms — it will configure their behaviors.
    • Level 1 Platform properties
  2. Click Apply.
  3. Drag the Level_1_Platforms object to the scene layout and click on it. The Tilemap painter will open. Enter 0 for both X and Y values.
  4. Close the Layers and Objects panels to see more of the Tilemap painter.
  5. Adding tilemap

Step 3: Paint Your Platforms

Click on a tile to select it, then paint it on your layout by clicking and dragging.

Tilemap Painter
  • Place your cursor where you want to draw your platform, hold your button down, and the tile will be drawn.
  • Draw enough platforms to span most of your background. You can create a platform or two and duplicate them for faster building.
  • Combine different tiles to form varied ground.

Here is an example you can follow if you don't know where to start:

Layout example

Step 4: Add Platform Behaviors

  1. Click on the Open Instance List Panel and lock all the Level_1_Platforms objects.
  2. Open the Objects menu and double-click on the Level_1_Platforms object.
  3. Click on the Behaviors tab and Add a behavior.
  4. Add the Platform behavior. This makes your platform a solid object for sprites to run on.
  5. Click Apply.
  6. Platform behavior
  7. Save your work (Ctrl + S).

Step 5: Add Floating Platforms (Optional for now)

  1. Right-click on the Level_1_Platforms object and duplicate it.
  2. Rename it to Level_1_Floating
  3. Double-click the Level_1_Floating object and change the Platform behavior to Jumpthrough platform.
  4. Drag the object onto the layout at X: 0, Y: 0, and paint one or two floating platforms.
  5. Open the Instance List Panel and lock all floating objects.
  6. Save your work.
  7. Floating Platforms
🟢 Green: you have platforms spanning your level, grid snapping is on, and the Platform behavior is applied. Preview shows the level layout without gaps.
Green

Task 3 — Add the player

Now add the player sprite with platformer controls. You'll import a multi-animation Player, set its origin, add the Platformer Character behavior, and configure animations for Idle, Walk, Jump, and Fall.

Step 1: Add the Player Object

  1. Add a new object → Sprite → name it Player. Select Import images.
    Sprite creation
  2. Select your player sprite file (e.g., playerRed_stand.png) from your assets folder.
  3. In the Player Editor, name this animation Idle.
  4. Click + Add an animation to add Walk. Add walk frames (e.g., walk1, walk2, walk3).
  5. Repeat to add Jump and Fall animations with their respective frames.
  6. For Walk and Jump:
    • Check the Loop box to repeat the animation.
    • Change the FPS (frames per second) to 5 to slow the animation down.
    • If the animation looks wrong (jumping back to the start), duplicate the second frame and place it at the end to make a smoother loop.
  7. Click Edit points → Origin. Set X to approximately center (e.g., 19.5) and Y to the bottom (e.g., 48). This keeps the player aligned with platforms.
  8. Player animations setup
  9. DO NOT press Apply yet — we need to add behaviors first!

Step 2: Add Platformer Character Behavior

  1. Select the Behaviors tab → Add a behavior → choose Platformer Character.
  2. Leave all values as default for now (you can adjust gravity and speed later).
  3. Confirm your ground objects have the Platform behavior and any pass-throughs use Jumpthrough platform.
  4. Press Apply. Now you can add the player to the scene.
  5. Drag your Player from the Objects menu and place it above a platform in the scene.
    Player in scene
  6. Preview your game. Try to move your player with the arrow keys.
🟢 Green: Player sprite is in the scene, you can move with arrow keys, and the player falls onto platforms.
Green

Task 4 — Set up the camera

In preview, the player probably runs off the screen. Let's set up the camera so it follows the player.

Step 1: Add Camera Behaviors

  1. Double-click on the Player object and select the Behaviors tab.
  2. Add the Smooth Camera behavior.
  3. Add the Smooth Platformer Camera behavior.
  4. Click Apply.
  5. Save and preview. The camera should now follow your player!
    Camera behavior

Step 2: Set Camera Boundaries (Optional but recommended)

You might see "dead space" at the edges of your level that you don't want players to see. Let's enforce camera boundaries with an event.

  1. Click on your Level 1(Events) sheet (or create one if you don't have it).
  2. Add a new event
    • Condition: Leave blank (runs every frame)
    • Action: Enforce Camera Boundaries (Other actions → Camera → Layers and cameras → Enforce camera boundaries)
      • Left = 0
      • Top = 0
      • Right = 6400 (adjust based on your level width)
      • Bottom = 768 (number of screen heights × 64)
      • Layer = Base layer
      • Camera = 0
  3. Save and preview. The camera should now stay within your boundaries.
    Camera boundaries
    Event sheet

Step 3: Add Animation Events

Let's add events so the player's animation changes when jumping and falling.

  1. Add a new event for the Jump animation:
    • Condition: Player → Platform state → Is Jumping
    • Action: Player → Animations and images → Animation (by name) → set to Jump
  2. Add a new event for the Fall animation:
    • Condition: Player → Platform state → Is Falling
    • Action: Player → Animations and images → Animation (by name) → set to Fall
  3. Add a new event for the Walk animation:
    • Condition: Player → Platform state → Is moving horizontally
    • Action: Player → Animations and images → Animation (by name) → set to Walk
  4. Add a new event for the Idle animation:
    • Condition: Player → Animations and images → Animation name equals Walk
    • Condition: AND Player → Platform state → Is NOT moving horizontally
    • Action: Player → Animations and images → Animation (by name) → set to Idle
  5. Event sheet
🟢 Green: Camera follows the player, player animations change (Idle, Walk, Jump, Fall), and camera stays in bounds.
Green

Task 5 — Add an end goal

Now add a goal object that triggers a "You win!" screen when the player reaches it.

Step 1: Create a Goal Object

  1. Add a new object → Sprite → name it Goal.
  2. Import a goal image (e.g., a flag, treasure chest, or exit door) from your assets.
  3. Place one instance at the end of your level (far right, on a platform).

Step 2: Add a Win Condition

  1. In your Level 1(Events) sheet, add a new event:
    • Condition: Player → Collision → Player is in collision with Goal
    • Action: Scene → Change the scene → WinScene (or create a simple text overlay for now)

Step 3: Create a Win Scene (Optional)

  1. Create a new scene called WinScene.
  2. Add a Text object that says "You Win!" (or add a sprite).
  3. Save and preview — reach the goal to see your win message!
🟢 Green: Player can reach the end goal and trigger a win condition (scene change, text display, or similar).
🔴 Red: Player runs off the screen, platform collisions aren't working, or camera doesn't follow.

Final Checkpoint: Full Boot Camp Completion

🟢 Complete: Player moves ✓ | Jumps ✓ | Collides with platforms ✓ | Camera follows ✓ | Reaches end goal ✓
Blue

Blue: Add enemies, collectibles, and a second level

Once Green is done, try these to go deeper:

  • Enemies: Create an enemy sprite with patrol behavior (walks left/right, turns at edges).
  • Collectibles with score: Add coins or gems that disappear when collected and update a score counter on screen.
  • A second level: Build a harder Level 2 scene and add a "Next Level" trigger at the end of Level 1.
Black Black menu: advanced challenges
  • Health/lives system: Add a health variable that decreases when the player hits an enemy. Show health on the HUD. Game Over at 0.
  • Start menu scene: Create a Title screen with a Play button that changes to Level 1.
  • Game Over scene: Create a Game Over screen that appears when lives reach 0, with a Restart button.
  • Advanced enemies: Multiple enemy types with different speeds or patrol patterns.
  • Moving platforms: Platforms that move horizontally or vertically (timed or looped).

What carries over to your track

You're learning the fundamentals. Here's what you'll reuse in 3.3:

  • All tracks: Scenes and scene switching, sprites with animations, events (conditions & actions), variables, collisions, cameras.
  • Story: Text objects, dialogue, click-to-advance, branching choices.
  • Explore: Click/touch conditions, drag behaviors, UI layers, HUD display.
  • Play: Everything above — platforms, enemies, collectibles, health, game over logic.

Reflection Prompt

If you are creating a platformer game

Explain how you will use the tutorial to help you build your game.

If you are creating a non-platformer game

Explain how you will use the tutorial to help you build your game.

Save often.
  • Path A: Before you leave, back up to H: and log out.
  • Path B: Check you're saving to H:, not Downloads or Documents.

Hand It In

Post to the Teams assignment for Lesson 3.2:

  • A screenshot of your level with the player at the end goal, or a short Snipping Tool screen recording.
  • Your Bootcamp reflection (explain how you will use the tutorial to help you build your game).