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Construct Game Development

Book Description

"

A guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra construct with this book and ebook.

  • Learn the skills necessary to make your own games through the creation of three very different sample games

  • Create animated sprites, use built-in physics and shadow engines of Construct Classic

  • A wealth of step-by-step instructions and images to lead the way

In Detail

Construct Classic is a free, DirectX 9 game creator for Windows, designed for 2D games. Construct Classic uses an event-based system for defining how the game behaves, in a visual, human-readable way - you don't need to program or script anything at all. It's intuitive for beginners, but powerful enough for advanced users to work without hindrance. You never know when you’ll need a helping hand exploring its inner workings, or harnessing its raw power to do your bidding.

Construct Game Development Beginner's Guide is the book for you if you have ever felt the urge to make a game of your own. Reading this book will not only teach you to make some popular games using Construct, but you’ll also learn the skills necessary to continue on and bring your game ideas to life.

Starting as a beginner to Construct Classic, you’ll be learning to make platform, puzzle, and shooter games, each styled after popular games of their genre.

This guide covers everything from creating animated sprites, to using the built-in physics and shadow engines of Construct Classic. You will learn the skills necessary to make advanced games of your own.

Construct Game Development Beginner's Guide will lead you on your journey of making games.

"

Table of Contents

  1. Construct Game Development
    1. Table of Contents
    2. Construct Game Development
    3. Credits
    4. About the Author
    5. About the Reviewer
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Time for action — heading
        1. What just happened?
        2. Pop quiz — heading
        3. Have a go hero — heading
      6. Reader feedback
      7. Customer support
        1. Downloading the example code
        2. Errata
        3. Piracy
        4. Questions
    8. 1. Our First Look at Construct
      1. The first step: downloading and installing Construct Classic
      2. Time for action — getting Construct Classic up and running
      3. Step two: creating a game project
      4. Time for action — starting a game project
        1. What just happened?
        2. Creating the project
        3. Changing the project details
        4. Running the project
        5. Have a go hero — try again from memory
      5. Step three: navigating the interface of Construct Classic
      6. Time for action — clicking our way around Construct Classic
        1. What just happened?
        2. The layout editor
        3. The properties box
        4. The event editor
        5. The animator box
        6. The layers box
      7. The final step: an introduction to objects
      8. Time for action — creating some objects
        1. What just happened?
        2. Creating an object
        3. Drawing the sprite
        4. Changing the appearance of the sprite
        5. Have a go hero — make a picture of sprites
      9. Summary
    9. 2. Hello World! Construct Style
      1. Sprites revisited
      2. Time for action — creating a player sprite
        1. What just happened?
        2. Creating new animations
        3. Animation tags
        4. Choosing the Collisions mode
      3. Tiled backgrounds: defining the world
      4. Time for action — make some tiled backgrounds
        1. What just happened?
        2. Have a go hero — another tiled background
      5. Attributes: telling Construct more about our objects
      6. Time for action — adding attributes to our objects
        1. What just happened?
      7. Behaviors: teaching objects how to act
      8. Time for action — getting our player moving
        1. What just happened?
        2. The behaviors
        3. Setting controls
      9. Variables: private and global
      10. Time for action — giving our player a life
        1. What just happened?
      11. Textboxes: giving the player a heads-up
      12. Time for action — showing our player their health and score
        1. What just happened?
      13. Events: setting the rules and goals of a game
      14. Time for action — very eventful games
        1. What just happened?
        2. The sprites
        3. Events
        4. Conditions
        5. Actions
      15. Summary
    10. 3. Adding the Challenge
      1. Before we start
      2. Reaching the goal
      3. Time for action — making the game winnable
        1. What just happened?
        2. Overlapping versus collision
        3. Set activated
        4. Set animation
      4. Avoid the hazards
      5. Time for action — bestowing more challenges on a player
        1. What just happened?
        2. The death of a player
        3. Resurrecting our player
        4. Giving the player a game over
      6. Putting some bad guys in
      7. Time for action — adding an enemy and making him move
        1. What just happened?
        2. Direction of motion
        3. Falling down
        4. Turning around
        5. Looking for a hit
        6. Have a go hero — gaining lives
      8. Improving our interface
      9. Time for action — creating a background for the GUI
        1. What just happened?
        2. Have a go hero — design a custom panel image
        3. Pop quiz — recap
      10. Summary
    11. 4. Making Noise
      1. A game and its music
      2. Time for action — add some music to our game
        1. What just happened?
        2. The start of layout condition
        3. Playing the music file
        4. Looping the music file
      3. Modules of music
      4. Time for action — play some mod music
        1. What just happened?
        2. The Is playing condition
        3. Loading and playing the file
      5. Sounds: describing the action
      6. Time for action — adding sounds
        1. What just happened?
      7. Exporting our game
      8. Time for action — exporting our game
        1. What just happened?
        2. Have a go hero — make another platformer
        3. Pop quiz — sound and music
      9. A note on sharing our games
      10. Summary
    12. 5. Practical Physics
      1. Creating physical objects
      2. Time for action — creating our objects
        1. What just happened?
        2. The Global property
        3. Aligning to a grid
        4. Setting the Physics properties
        5. The Timer behavior
        6. Creating a custom physics collision mask
      3. Event sheets and groups
      4. Time for action — creating and using Event sheets and groups
        1. What just happened?
      5. Adding a physical force
      6. Time for action — creating forces
        1. What just happened?
      7. Adding special pegs
      8. Time for action — creating specialty pegs
        1. What just happened?
        2. The For loop
        3. Set timescale
      9. Portals: a way of getting from A to B
      10. Time for action — teleporting the ball
        1. What just happened?
      11. Particle objects: creating a fireworks finale
      12. Time for action — creating fireworks
        1. What just happened?
      13. Playing the sounds and music
      14. Time for action — adding the sounds and music
        1. What just happened?
      15. Creating another level
      16. Time for action — making another level
        1. What just happened?
        2. Have a go hero — create additional levels
      17. Meet the debugger
      18. Time for action — looking through the debugger
        1. What just happened?
        2. Pop quiz — physical games
      19. Summary
    13. 6. Custom Levels
      1. The user friendly INI file
      2. Time for action — creating an INI file
        1. What just happened?
        2. INI groups
        3. INI items
      3. Loading levels
      4. Time for action — load custom levels
        1. What just happened?
        2. Setting the INI file
        3. Loading the level
        4. Including the Game event sheet
        5. The NextINI layout
      5. The Game Over screen
      6. Time for action — creating the Game Over layout
        1. What just happened?
      7. Making a level editor
      8. Time for action — creating the objects
      9. Time for action — loading and saving levels with events
      10. Time for action — creating events for the interface
        1. What just happened?
        2. The edit region
        3. The function object
        4. Enabling and disabling groups
        5. Writing to an INI file
        6. Positioning the Cursor object to a grid
        7. Placing portals
        8. Have a go hero — make a level editor for your platform game
        9. Pop quiz — INI file recap
      11. Summary
    14. 7. Platformer Revisited, a 2D Shooter
      1. Before we start
      2. Multiplayer: getting your friends involved
      3. Time for action — creating the game assets and title screen
      4. Time for action — designing the level
      5. Time for action — creating player characters and conveyor belt objects
      6. Time for action — creating the HUD objects
      7. Time for action — creating the main game events
      8. Time for action — creating the Game Over layout
        1. What just happened?
        2. Families
        3. Containers
        4. Multiplayer
        5. Static scrolling
      9. Shooting bullets
      10. Time for action — adding some guns
        1. What just happened?
      11. Parallax: giving the impression of depth
      12. Time for action — creating parallax scrolling
        1. What just happened?
        2. Have a go hero — add more scenery
      13. Lights and shadows: illuminating the darkness
      14. Time for action — using lights and shadow casters
        1. What just happened?
      15. Enemies with guns: slightly more challenging
      16. Time for action — making some enemies
        1. What just happened?
        2. Manual collision detection
        3. Basic AI
        4. Spawning a gun
        5. Pop quiz — a shot in the dark
      17. Summary
    15. 8. I'm Throwing a Grenade!
      1. Grenades — bouncing, timed explosives
      2. Time for action — throwing grenades
        1. What just happened?
        2. Throwing the grenade
        3. Bouncing the grenades
      3. Explosions — big bright lights
      4. Time for action — explosion flashes
        1. What just happened?
      5. Effects — distortions and other nice things
      6. Time for action — adding some distortion
        1. What just happened?
        2. Pixel shaders
        3. The effects used
        4. Have a go hero — more visual effects
      7. Objects — completely blown away
      8. Time for action — blast the robots away
        1. What just happened?
        2. Have a go hero — extend the game
        3. Pop quiz — looking back on timers and effects
      9. Summary
    16. 9. Our Final Moments
      1. What we've learned
        1. Chapter 1, the basics of the Construct Classic editor
        2. Chapter 2, our first game, MyPlatformer
        3. Chapter 3, adding enemies and a lives system
        4. Chapter 4, playing sounds and music
        5. Chapter 5, a physics game
        6. Chapter 6, custom levels and level editors
        7. Chapter 7, A sidescrolling shooter
        8. Chapter 8, effects and physics interactions
      2. Extending our games
        1. MyPlatformer
        2. BounceBall
        3. SideShooter
      3. Tips and tricks
        1. Custom collision masks
        2. Adding custom plugins
        3. Adding custom effects
        4. Using the Canvas object
        5. Using the Minimap object
        6. Using the Plasma object
        7. Make backups often; make saves even more
        8. Finding help
      4. A note on Construct 2
      5. Summary
    17. A. Pop quiz Answers
      1. Chapter 3: Adding the Challenge
        1. Recap
      2. Chapter 4: Making Noise
        1. Sound and music
      3. Chapter 5: Practical Physics
        1. Physical games
      4. Chapter 6: Custom Levels
        1. INI file recap
      5. Chapter 7: Platformer Revisited, a 2D Shooter
        1. A shot in the dark
      6. Chapter 8: I'm Throwing a Grenade!
        1. Looking back on timers and effects
    18. Index