Asteroid clone in less than 100 events

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Tutorial written by KyatricOriginally published on 30th, July 2012 - 8 revisions

Making a simple but complete asteroid clone in less than 100 events using C2's free edition, that is the challenge of this tutorial.
To prove that it is possible, to show how it can be done (and by no mean is this tutorial displaying "the best way", just one of the numerous possible implementations), I'll try my best to not only display how but also why I set up and coded things in the way I did.


A - Base mechanism
+ Behaviors used : Custom movement, Wrap, Pin, Bullet, Destroy outside of layout, Rotate; Plugins used : Sprite, Keyboard.
..1 - Ship setting and controls
..2 - The asteroids
B - InGame Systems
+ Behaviors used : None; Plugins used : System, Sprite, Keyboard, Text, Textbox, Array, Local Storage, Audio, TiledBackground, Function.
..1 - Pausing system
..2 - Wave System
..3 - Score System
..4 - Audio
..5 - A life bar implementation
C - Finishing touches
..1 - Splash/loader layout
..2 - WebFonts
..3 - Image compression
..4 - Exporting the project


Cinema 2,600 rep

Hey ;)

Thank you for this beautiful tutorial. I learned some cool things about C2.

Monday, July 30, 2012 at 4:23:54 PM
firebelly 7,239 rep

There is actually a lot going on here. People should take note: great tutorial about C2 in general!

Monday, July 30, 2012 at 4:33:01 PM
Merlino 6,748 rep

Very nice tutorial!

Monday, July 30, 2012 at 7:10:49 PM
ramones 25.6k rep

Great tutorial. Obviously a lot of work gone into it.

Monday, July 30, 2012 at 11:46:45 PM
Sylvain 6,609 rep

Thank you for this tutorial ! Score System is very, very intersting :)

Thursday, August 02, 2012 at 2:21:09 PM
Kyatric 69.3k rep

Thank you all for your nice comments.
I'm glad you enjoy this tutorial.

Thursday, August 02, 2012 at 2:21:56 PM
Paradox 40.3k rep

Did the .capx break in one of the recent updates? Upon shooting the first asteroid they all immediately shoot off to the right, and all future hits continue momentum to the right.

Monday, September 17, 2012 at 12:25:10 AM
Kyatric 69.3k rep

@Paradox: indeed in r103.2 the game doesn't behave as expected when developed.

I'll look into it and try to fix it.

Monday, September 17, 2012 at 2:19:48 PM
Kyatric 69.3k rep

@Paradox: Capx and tutorial updated with a fixed version.
Luckily it was a quick fix.
Apparently, the way I used the "Spawn" action made the picking of asteroids go wrong.

Replacing it with the "System: Create" action allowed for the logic to still work as intended.

This was indeed due to the way the handling of the picking for Spawn and Create actions was changed around r100.

Thanks for the notice.

Tuesday, September 18, 2012 at 1:30:37 AM
Paradox 40.3k rep

That was quick, really quick.
I thought it was something like that, (they all headed off the direction of "0") but the things I tried blindly poking around didn't work. I didn't think to just change it to "create."

Thanks, this looks like a fun tutorial.

Tuesday, September 18, 2012 at 4:41:32 AM
MCSell 2,497 rep

Same for me. Thank you very much, this is a very very nice Tutorial. I learned much of it!

Thank you.

Monday, October 01, 2012 at 2:18:46 PM
jwjb 4,919 rep

@Kyatric, been wanting to find the time to go through this tutorial for awhile and know I will get a lot out of it over the next few days like I do with all of your posts, thanks.

Wednesday, October 31, 2012 at 6:00:46 PM
clrammer 5,355 rep

Incredible amount of work put into this. Thank you very much for taking the time to put this together and explain things in depth.

Saturday, February 09, 2013 at 5:39:57 PM
JeZLee 2,950 rep

Fantastic tutorial. My very 1st game project with "Construct 2" is a classic arcade game Asteroids remake and this tutorial is helping me tremendously. Thank you to the original poster... - JeZ Lee

Tuesday, February 12, 2013 at 11:39:59 PM
delgado 35.2k rep

@Kyatric hello, i want use your system highscores to other game but i need to know how i can clean records table?

Thursday, April 04, 2013 at 8:54:14 PM

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