
In this lecture we begin with an introduction of what we will be creating. We are making a birds eye view, top-down shooter in Construct 2. Construct 2 is an extremely efficient way of getting started with programming and making games.
In this lecture we learn more about me. I am always keen to hear what students think about my course and how they feel about what they have learned. Always keep an open line of communication as I will always get back to you!
In this lecture we walk through the basics of setting up our custom layout in Construct 2. We create a different layout than you are used to but nothing to out of the ordinary.
In this lecture we have imported our project sounds so we can have audio for our game and therefore make our game 10x more awesome!
In this lecture we start programming our player. Our player is obviously the most important game object and therefore we are going to have to spend extra time to make him just right.
In this lecture we add our simulated controls for our player movement. We also set-up the way our player looks left and right based on the mouse position.
In this lecture we are giving our player something to rotate towards. To do this we need to add our mouse object so now we are rotating our player towards our mouse.x and mouse.y!
In this lecture we add our player animation functionality for our 'Idle' and 'Shooting'. These are the two animations we are adding for our player but we have set it up so we can always add more if needed.
In this lecture we create our gun and set it up for programming! We have a lot of global variables to add so make sure you pay attention!
In this lecture we add a new event sheet called FUNCTIONS and we continue with our player shooting. By the end of this lecture we will have our player gun shooting the way it should.
In this lecture we talk about configurable bullet types and we draw and spawn a muzzle flash to add some pop to our gun when it shoots!
In this lecture we add a function with parameters. Once we do this we can add bullet accuracy for any bullet type we like!
In this lecture we implement our player health and subsequently death. By adding the functionality now we are providing an easier set-up later on for our end game.
We are going to be adding walls for our player to bounce off of! This lecture marks the first step in setting up our level and making a game with our player!
Setting up our shadow casters can be tricky... fortunately I am here to help and make our level look totally awesome!
FINALLY! We can move around the level. In this lecture we create our camera and we implement a camera lerp function so we can pan around the screen with the mouse!
Nothing says awesome like destructible objects! This lecture is about adding simple tweaks to our game and making sure we cover our bases with bullet collisions!
The SECRET sauce of all video games. Time to add our screenshake and make it fully functional so we can always change it's settings depending on what happens.
In this lecture we add a nice static HUD to display some of the important global variables in our game. The HUD makes our game have purpose!
Whoa. Enemy AI. HERE WE GO! In this lecture we start setting up our behaviors for our enemies. Get excited - it isn't as intimidating as you might think!
As we continue our enemy AI we make a new event sheet for our enemy and start implementing our previously set-up behaviors using code!
Continuing with our enemy AI we need to keep tweaking behaviors such as speed and range and start to add instance variables for dynamic control!
Our final tweaks to our enemy behaviors before we make our enemy actually attack us!
Making our enemy bullets and our code for shooting! By the end of this lecture our game officially becomes tough. We randomize our enemy bullet shooting and start preparing for our end game!
Man our enemy hates colliding with us! How can we make this better? In this lecture we tell our enemy to bounce off of our player by using linear interpolation.
In this lecture we continue with our already existing enemy death group and we implement a way for our game to track how many enemies are generated.
In this lecture we make our game over function and add meaning to our game. By giving our game an ending we are able to create our game for maximum replay-ability.
In our FINAL lecture of our main course we tidy up our game and add our enemy random spawning. Once we do this our game becomes infintely harder and finally at a playable state. This lecture starts the wheel over again and now going further you will have the skills to create your very own top-down shooter.
In this lecture we discuss:
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How to make an "top-down shooter" in Construct 2!
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What is the course about?
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This course is about creating an intense top-down shooter game. By using Construct 2 and it's extremely fast ability to get a thought out of your head and into code, we are going to be diving right into creating our game. This course is about understanding how we can take a very advanced topic and make it simple all thanks to Construct 2.
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What material is included?
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In the beginning of the course you have access to all of the assets used (art, animations, SFX) so you can make the same game along with me. In the download you will find the .capx we create at the end of the lecture!
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What does this course include?
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The course is always being updated as is the game engine we are making!
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Why take this course?
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The lectures are quick and easy to understand. If you follow along with the provided assets you will easily find yourself able to create any kind of game once the course is over. I personally think that as soon as you finish the course you are going to want to add so much more to your own game that you are going to have no choice!
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Is this course right for me?
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If you have never programmed before this course is perfect for you. If you have programmed before this course is ALSO perfect for you. Whether you are just starting out or an advanced user you will find some of this information helpful.
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How is this course structured?
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I have structured this course in a way where we add the important things first and create the gameplay second. By creating and fine tuning the mechanics as we go we are able to understand everything Construct 2 has to offer and create an awesome game on the way!
I hope to see you in the discussion!
- Jeremy