MiniLD #59compo
Swaptroid
This is my first game created with Construct 2. The basic layout and gameplay is based off of a classic 8-bit game, but it is not intended to be an exact replica of that game. Collect the three items to win the game.
Unfortunately, Construct 2 does not offer a simple method for swapping out sprite sheets. Therefore, I had to import all of the sprite TMX maps, and then set the visible or invisible based on the currently selected tile sheet. The hero uses a similar technique. All of the enemy sprites are actually imported into one sprite animation, and the current fame is set to the selected tile sheet.
This game is still a work in progress. Things left to do:
- Add sprite for items
- Add more tile maps
- Get swapping working for more than the first tile map
- Add additional enemies
Left/Right Arrow to move
Up Arrow to jump
Space to shoot
Tab to swap tiles
All music creative commons from Lee Rosevere
http://freemusicarchive.org/music/Lee_Rosevere/Asimov_music_inspired_by_the_writings_of/
Unfortunately, Construct 2 does not offer a simple method for swapping out sprite sheets. Therefore, I had to import all of the sprite TMX maps, and then set the visible or invisible based on the currently selected tile sheet. The hero uses a similar technique. All of the enemy sprites are actually imported into one sprite animation, and the current fame is set to the selected tile sheet.
This game is still a work in progress. Things left to do:
- Add sprite for items
- Add more tile maps
- Get swapping working for more than the first tile map
- Add additional enemies
Left/Right Arrow to move
Up Arrow to jump
Space to shoot
Tab to swap tiles
All music creative commons from Lee Rosevere
http://freemusicarchive.org/music/Lee_Rosevere/Asimov_music_inspired_by_the_writings_of/



Comments6
I plan to add more enemies and behaviors as I have the chance.
By the way, I fixed the tile swapping issue on the vertical scrolling part of the game. Previously, I created a tilemap object for every sprite sheet, overlapped them, and set the current one to visible. This was very time consuming and not very efficient. Tonight, I found that it is possible to set a URI image for the tilemap instance, so now I just set the image of the tilemap object to the base 64 encoded version of the currently selected tile sheet image.
Nice, and neat how you overcame the sprite swapping thing :)