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Construct Game Development: Beginner’s Guide
Construct Game Development: Beginner’s Guide
Construct Game Development: Beginner’s Guide
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Construct Game Development: Beginner’s Guide

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This is a beginner’s guide with plenty of screenshots and step-by-step instructions. Through three sample games, the reader will learn about practically creating games with Construct. If you have thought of making a game of your own, this book is for you. All you need to know is that you can and how to operate a computer!
LanguageEnglish
Release dateMay 18, 2012
ISBN9781849516617
Construct Game Development: Beginner’s Guide

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    Book preview

    Construct Game Development - Daven Bigelow

    Table of Contents

    Construct Game Development

    Credits

    About the Author

    About the Reviewer

    www.PacktPub.com

    Support files, eBooks, discount offers and more

    Why Subscribe?

    Free Access for Packt account holders

    Preface

    What this book covers

    What you need for this book

    Who this book is for

    Conventions

    Time for action — heading

    What just happened?

    Pop quiz — heading

    Have a go hero — heading

    Reader feedback

    Customer support

    Downloading the example code

    Errata

    Piracy

    Questions

    1. Our First Look at Construct

    The first step: downloading and installing Construct Classic

    Time for action — getting Construct Classic up and running

    Step two: creating a game project

    Time for action — starting a game project

    What just happened?

    Creating the project

    Changing the project details

    Running the project

    Have a go hero — try again from memory

    Step three: navigating the interface of Construct Classic

    Time for action — clicking our way around Construct Classic

    What just happened?

    The layout editor

    The properties box

    The event editor

    The animator box

    The layers box

    The final step: an introduction to objects

    Time for action — creating some objects

    What just happened?

    Creating an object

    Drawing the sprite

    Changing the appearance of the sprite

    Have a go hero — make a picture of sprites

    Summary

    2. Hello World! Construct Style

    Sprites revisited

    Time for action — creating a player sprite

    What just happened?

    Creating new animations

    Animation tags

    Choosing the Collisions mode

    Tiled backgrounds: defining the world

    Time for action — make some tiled backgrounds

    What just happened?

    Have a go hero — another tiled background

    Attributes: telling Construct more about our objects

    Time for action — adding attributes to our objects

    What just happened?

    Behaviors: teaching objects how to act

    Time for action — getting our player moving

    What just happened?

    The behaviors

    Setting controls

    Variables: private and global

    Time for action — giving our player a life

    What just happened?

    Textboxes: giving the player a heads-up

    Time for action — showing our player their health and score

    What just happened?

    Events: setting the rules and goals of a game

    Time for action — very eventful games

    What just happened?

    The sprites

    Events

    Conditions

    Actions

    Summary

    3. Adding the Challenge

    Before we start

    Reaching the goal

    Time for action — making the game winnable

    What just happened?

    Overlapping versus collision

    Set activated

    Set animation

    Avoid the hazards

    Time for action — bestowing more challenges on a player

    What just happened?

    The death of a player

    Resurrecting our player

    Giving the player a game over

    Putting some bad guys in

    Time for action — adding an enemy and making him move

    What just happened?

    Direction of motion

    Falling down

    Turning around

    Looking for a hit

    Have a go hero — gaining lives

    Improving our interface

    Time for action — creating a background for the GUI

    What just happened?

    Have a go hero — design a custom panel image

    Pop quiz — recap

    Summary

    4. Making Noise

    A game and its music

    Time for action — add some music to our game

    What just happened?

    The start of layout condition

    Playing the music file

    Looping the music file

    Modules of music

    Time for action — play some mod music

    What just happened?

    The Is playing condition

    Loading and playing the file

    Sounds: describing the action

    Time for action — adding sounds

    What just happened?

    Exporting our game

    Time for action — exporting our game

    What just happened?

    Have a go hero — make another platformer

    Pop quiz — sound and music

    A note on sharing our games

    Summary

    5. Practical Physics

    Creating physical objects

    Time for action — creating our objects

    What just happened?

    The Global property

    Aligning to a grid

    Setting the Physics properties

    The Timer behavior

    Creating a custom physics collision mask

    Event sheets and groups

    Time for action — creating and using Event sheets and groups

    What just happened?

    Adding a physical force

    Time for action — creating forces

    What just happened?

    Adding special pegs

    Time for action — creating specialty pegs

    What just happened?

    The For loop

    Set timescale

    Portals: a way of getting from A to B

    Time for action — teleporting the ball

    What just happened?

    Particle objects: creating a fireworks finale

    Time for action — creating fireworks

    What just happened?

    Playing the sounds and music

    Time for action — adding the sounds and music

    What just happened?

    Creating another level

    Time for action — making another level

    What just happened?

    Have a go hero — create additional levels

    Meet the debugger

    Time for action — looking through the debugger

    What just happened?

    Pop quiz — physical games

    Summary

    6. Custom Levels

    The user friendly INI file

    Time for action — creating an INI file

    What just happened?

    INI groups

    INI items

    Loading levels

    Time for action — load custom levels

    What just happened?

    Setting the INI file

    Loading the level

    Including the Game event sheet

    The NextINI layout

    The Game Over screen

    Time for action — creating the Game Over layout

    What just happened?

    Making a level editor

    Time for action — creating the objects

    Time for action — loading and saving levels with events

    Time for action — creating events for the interface

    What just happened?

    The edit region

    The function object

    Enabling and disabling groups

    Writing to an INI file

    Positioning the Cursor object to a grid

    Placing portals

    Have a go hero — make a level editor for your platform game

    Pop quiz — INI file recap

    Summary

    7. Platformer Revisited, a 2D Shooter

    Before we start

    Multiplayer: getting your friends involved

    Time for action — creating the game assets and title screen

    Time for action — designing the level

    Time for action — creating player characters and conveyor belt objects

    Time for action — creating the HUD objects

    Time for action — creating the main game events

    Time for action — creating the Game Over layout

    What just happened?

    Families

    Containers

    Multiplayer

    Static scrolling

    Shooting bullets

    Time for action — adding some guns

    What just happened?

    Parallax: giving the impression of depth

    Time for action — creating parallax scrolling

    What just happened?

    Have a go hero — add more scenery

    Lights and shadows: illuminating the darkness

    Time for action — using lights and shadow casters

    What just happened?

    Enemies with guns: slightly more challenging

    Time for action — making some enemies

    What just happened?

    Manual collision detection

    Basic AI

    Spawning a gun

    Pop quiz — a shot in the dark

    Summary

    8. I'm Throwing a Grenade!

    Grenades — bouncing, timed explosives

    Time for action — throwing grenades

    What just happened?

    Throwing the grenade

    Bouncing the grenades

    Explosions — big bright lights

    Time for action — explosion flashes

    What just happened?

    Effects — distortions and other nice things

    Time for action — adding some distortion

    What just happened?

    Pixel shaders

    The effects used

    Have a go hero — more visual effects

    Objects — completely blown away

    Time for action — blast the robots away

    What just happened?

    Have a go hero — extend the game

    Pop quiz — looking back on timers and effects

    Summary

    9. Our Final Moments

    What we've learned

    Chapter 1, the basics of the Construct Classic editor

    Chapter 2, our first game, MyPlatformer

    Chapter 3, adding enemies and a lives system

    Chapter 4, playing sounds and music

    Chapter 5, a physics game

    Chapter 6, custom levels and level editors

    Chapter 7, A sidescrolling shooter

    Chapter 8, effects and physics interactions

    Extending our games

    MyPlatformer

    BounceBall

    SideShooter

    Tips and tricks

    Custom collision masks

    Adding custom plugins

    Adding custom effects

    Using the Canvas object

    Using the Minimap object

    Using the Plasma object

    Make backups often; make saves even more

    Finding help

    A note on Construct 2

    Summary

    A. Pop quiz Answers

    Chapter 3: Adding the Challenge

    Recap

    Chapter 4: Making Noise

    Sound and music

    Chapter 5: Practical Physics

    Physical games

    Chapter 6: Custom Levels

    INI file recap

    Chapter 7: Platformer Revisited, a 2D Shooter

    A shot in the dark

    Chapter 8: I'm Throwing a Grenade!

    Looking back on timers and effects

    Index

    Construct Game Development


    Construct Game Development

    Copyright © 2012 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: May 2012

    Production Reference: 1110512

    Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.

    ISBN 978-1-84951-660-0

    www.packtpub.com

    Cover Image by Vinayak Chittar (<vinayak.chittar@gmail.com>)

    Credits

    Author

    Daven Bigelow

    Reviewer

    D.M. Noyé

    Acquisition Editor

    Usha Iyer

    Lead Technical Editor

    Shreerang Deshpande

    Technical Editors

    Unnati Shah

    Mehreen Shaikh

    Project Coordinator

    Alka Nayak

    Proofreader

    Jonathan Todd

    Indexer

    Rekha Nair

    Graphics

    Manu Joseph

    Production Coordinators

    Prachali Bhiwandkar

    Nilesh R. Mohite

    Cover Work

    Nilesh R. Mohite

    About the Author

    Daven Bigelow is a hobby game developer and a software programmer. He has been creating 2D games for over eight years, across different game creation tools and programming languages. However, most of his experience lies in Construct Classic, which has been his tool of choice over the last three years.

    He can often be found on the Scirra forums under the name Jayjay, where he provides advice and examples for new users seeking help.

    I would like to thank all my friends and family who encouraged me along the way. I also send thanks to the publisher, Packt Publishing, and all of its employees for their efforts.

    Lastly, I thank you, the reader, for reading this book. I hope that it meets all of your expectations.

    About the Reviewer

    D.M. Noyé is a successful entrepreneur with extensive experience working on major commercial projects with a number of large corporations, as well as independent ventures spanning several fields, from music and literary arts to video games.

    I'd like to thank the entire Scirra Construct community and development team for all of their years of hard work and dedication and for always being willing to share their insights and talents, making it possible for me to gain knowledge of how to use this great development tool and pass on that knowledge to others.

    www.PacktPub.com

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    I dedicate this book to my cousin Ken, who first inspired me to make video games.

    Preface

    Welcome to Construct Game Development Beginner's Guide. In this book, you will be learning to use the free and open source software Construct Classic to make your own video games from scratch.

    Construct Classic is a DirectX 9-based game creation environment for Windows, designed for making 2D games. Construct Classic uses a graphical event-based system for defining how the game behaves, in a visual, human-readable way — you do not need to program or script anything at all. It's intuitive for beginners, but powerful enough for advanced users to work without hindrance.

    So, if you have ever wanted to make video games, and haven't tried before, this book will help you get started!

    What this book covers

    Chapter 1, Our First Look at Construct, covers the basics of the Construct Classic editor.

    Chapter 2, Hello World! Construct Style, covers the making our first game, a classic platformer.

    Chapter 3, Adding the Challenge, covers creating enemies and a goal for our platform game.

    Chapter 4, Making Noise, covers playing music and sound files in Construct Classic.

    Chapter 5, Practical Physics, covers making our second game with the built-in physics engine.

    Chapter 6, Custom Levels, covers making a level editor to save and load external level files.

    Chapter 7, Platformer Revisited, a 2D Shooter, covers learning to make a platform shooter.

    Chapter 8, I'm Throwing a Grenade, involves learning to use pixel shader effects in our games.

    Chapter 9, Our Final Moments, covers a summary of what we've learned and some extra tips.

    What you need for this book

    With screenshots and step-by-step instructions, this beginner's guide requires only an interest in making video games, and basic experience with the Windows operating system.

    Who this book is for

    If you have ever thought of making a 2D computer game of your own, this book is for you.

    Conventions

    In this book, you will find several headings appearing frequently.

    To give clear instructions of how to complete a procedure or task, we use:

    Time for action

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