Construct Game Development: Beginner’s Guide
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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.
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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