What are some top-down shooter platformer

Game Development with Construct 2

Chapter 1. Getting Started with Construct 2

Welcome to the exciting world of game design and development! In this chapter, you will learn all about Construct 2, the program you will be using to develop games throughout this book.
Lee Stemkoski, Evan Sorry

Chapter 2. Starfish Collector

The player controls a turtle, whose goal is to swim around the ocean and collect all the starfish she can see. The game features a top-down perspective, and the player moves the turtle using the arrow keys.
Lee Stemkoski, Evan Sorry

Chapter 3. Space Rocks

In Space Rocks, the player controls a spaceship, whose goal is to fly around and shoot lasers to destroy asteroids that are floating across the screen. The player must also take care that the spaceship does not get hit by asteroids, as they can damage or destroy the spaceship.
Lee Stemkoski, Evan Sorry

Chapter 4. Cleanup Challenge

In Cleanup Challenge, the player controls a character (who we will call “the cleaner”), whose goal is to collect pieces of trash scattered around a roadway and return them to a trash can on the opposite side, which ends the game. At the same time, cars are racing across the street, which runs horizontally across the screen. If the person gets hit by a car, the game is over and no points are awarded. The player must strategically decide which pieces of trash they will be able to recover. This is made more challenging by slight variations in the speed of the cars that race past. At the beginning of the game, the trash is randomly scattered across the screen, which adds to the replayability value. The cleaner has eight-direction movement, controlled by the arrow keys, and collects trash by coming into contact with it.
Lee Stemkoski, Evan Sorry

Chapter 5. Adding Polish to Your Game

Whenever you learn new techniques in game development, it is good practice to revisit earlier game projects looking for opportunities to apply your newfound knowledge. Perhaps there are additional gameplay mechanics or features you could implement or improved graphics or effects to add. In this chapter, you will begin by revisiting your first game project, Starfish Collector, and add an image-based animation and text that displays your progress. Then, you will learn some new general techniques and features that can be used in all your past and future game projects: adding buttons to the user interface, adding audio (sound effects and background music), adding menu systems (such as a start menu and an instructions screen), and adding alternative control schemes. Figure 5-1 illustrates some of these additions.
Lee Stemkoski, Evan Sorry

Chapter 6. Plane Dodger

In this chapter, you will create a game called Plane Dodger, an endless side-scrolling game, inspired by the modern smartphone game Flappy Bird, shown in Figure 6-1.
Lee Stemkoski, Evan Sorry

Chapter 7. Racecar 500

In this chapter, you will create a game called Racecar 500, a top-down racing game, as shown in Figure 7-1.
Lee Stemkoski, Evan Sorry

Chapter 8. Rectangle Destroyer

In this chapter, you will create a game called Rectangle Destroyer, a side-perspective physics-based action game shown in Figure 8-1 and inspired by arcade classics such as Breakout and Arkanoid.
Lee Stemkoski, Evan Sorry

Chapter 9. Spell Shooter

In this chapter, you will be creating a top-down shooter game called Spell Shooter, shown in Figure 9-1, inspired by classic top-down shooters such as Gauntlet.
Lee Stemkoski, Evan Sorry

Chapter 10. Airplane Assault

In this chapter, you will be creating another top-down shooter game called Airplane Assault, shown in Figure 10-1, that was inspired by the classic survival-based game 1942.
Lee Stemkoski, Evan Sorry

Chapter 11. Tower Defenders

In this chapter, you'll create Tower Defenders, a top-view game where the player places various towers to defend a base from attacking enemies, as shown in Figure 11-1.
Lee Stemkoski, Evan Sorry

Chapter 12. Maze Runman

In this chapter, you'll create Maze Runman, a top-down collection game where the player maneuvers around a maze trying to collect coins while avoiding being caught by ghosts, as shown in Figure 12-1.
Lee Stemkoski, Evan Sorry

Chapter 13. Jumping Jack

In this chapter, you will create a side-perspective platform-style game called Jumping Jack, shown in Figure 13-1, inspired by classic arcade and console games such as Super Mario Bros.
Lee Stemkoski, Evan Sorry

Chapter 14. Treasure Quest

In Treasure Quest, the player controls a character named Hero whose goal is to find and collect the treasure chest. Along the way, there will be obstacles such as rocks that block the hero’s progress and enemies that attack the hero. The hero has a sword, which can be swung to destroy enemies (or any bushes that block the hero’s path). Coins are sometimes dropped by defeated enemies (or can be found hidden around the level), and they can be used to purchase objects such as hearts (which restore a health point) or bomb bags (which contain a number of bombs, which can then be used to destroy rocks). There are three varieties of enemies: one that flies randomly through the air, one that moves randomly on the ground, and one that actively seeks out and chases the hero. In this project, the game world is spread out across multiple layouts.
Lee Stemkoski, Evan Sorry

Chapter 15. The Journey Continues

In this final chapter, we'll present a variety of steps you could consider as you continue on in game development. Among these, we'll discuss working on additional projects, learning skills in related areas, and bringing your games to a wider audience. Along the way, we'll present lists of resources of all types and general advice for many situations.
Lee Stemkoski, Evan Sorry

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