Construct 2 Game Development by Example

Construct 2 Game Development by Example
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Table of Contents
Sample Chapters
  • Make games easily in Construct 2, with no programming
  • Get to grips with game design and production from scratch, with no experience necessary
  • Learn the secrets behind the mechanics of bestselling games, from tower defence to physics puzzles

Book Details

Language : English
Paperback : 230 pages [ 235mm x 191mm ]
Release Date : June 2014
ISBN : 1849698066
ISBN 13 : 9781849698061
Author(s) : John Bura
Topics and Technologies : All Books, Game Development

Table of Contents

Chapter 1: Getting Started with Construct 2
Chapter 2: Inputs and Controls
Chapter 3: Variables and Arrays
Chapter 4: Game Mechanics
Chapter 5: Making a Simple Shooter
Chapter 6: Making a Tower Defense Game
Chapter 7: Making a Puzzle Physics Game
Chapter 8: Exporting Your Game
Appendix: Where to Go from Here
  • Chapter 2: Inputs and Controls
    • Getting started with inputs and controls
      • Keyboard inputs
        • Inserting a new keyboard object
        • Adding functionality to the keyboard object
        • Setting the keyboard key
      • Controlling the sprite with the keyboard
        • Setting up the direction of the sprite's movement
        • Setting keys for other directions
      • Testing the keyboard controls
      • Making the sprite move constantly
      • Changing the sprite's speed
      • Keeping the sprite onscreen
      • Mouse inputs
        • Adding mouse functionality
        • Setting up the Every tick command
        • Rotating the sprite to the mouse location
        • Facing the sprite towards the mouse point
      • Touch control inputs
    • Summary
  • Chapter 3: Variables and Arrays
    • Introducing variables
      • Number variables
      • Integer variables
        • Real variables
      • String variables
      • Boolean variables
      • Other variables
    • Declaring variables
      • Writing variables in code
    • Variables in JavaScript
      • Examining JavaScript code
    • Variables in Construct 2
      • Adding a variable
      • Creating a global variable
        • Creating a score variable
      • Adding a variable to a sprite
        • Creating a health variable
    • Introducing arrays
    • Adding an array in Construct 2
    • Checking an array's properties
      • Setting data and adding variables
      • Checking an array for data
    • Summary
  • Chapter 4: Game Mechanics
    • Introducing game mechanics
    • Game mechanics in Construct 2
      • Setting up a game mechanics project
      • Adding a game mechanics behavior to a sprite
      • Giving a sprite 8Direction movement
        • Editing the properties of a behavior
      • Adding a collision event
      • Destroying the power-up on collision
      • Increasing the player sprite's speed
      • Setting the duration of the speed boost
        • Restoring the player's speed to normal
    • Summary
  • Chapter 5: Making a Simple Shooter
    • Starting the project
    • Controlling a sprite with the keyboard
    • Organizing the event sheet
    • Adding mouse controls
      • Making the player shoot
    • Adding the enemy
    • Destroying the enemy
    • Adding a spawner
    • Summary
  • Chapter 6: Making a Tower Defense Game
    • Starting the project
    • Creating a spawn point
    • Laying out the level
    • Setting up the turrets
    • Adding enemies and projectiles
    • Rotating the turret
    • Firing the turret
    • Setting up the path for the enemy
    • Setting up an enemy wave
    • Summary
  • Chapter 7: Making a Puzzle Physics Game
    • Starting the project
      • Setting the background layer
      • Adding the cannon
      • Adding sprites
    • Adding functionalities
    • Rotating the cannon
    • Creating a cannonball
      • Spawning the cannonball
        • Creating the spawning image point
    • Adding physics
      • Applying force at an angle
        • Setting cannonballs to fire one at a time
        • Setting the viewpoint to follow the cannonball
      • Making an immovable ground
      • Reloading the cannon
    • Adding the blocks
      • Destroying the cannonball on a complete stop
        • Delaying cannonball destruction
    • Designing our level
      • Changing block density
      • Adding the goal balls
      • Destroying the goalBall sprite
      • Adding particles
        • Adjusting the particle settings
        • Adding particles when goalBall is destroyed
    • Tracking the score
    • Adding text objects to the HUD
      • Spawning the textbox
        • Correcting the spawning angle
      • Expanding the HUD
      • Anchoring the HUD to the camera
      • Setting up an HUD cannonball tracker
    • Finalizing the game
      • Losing the game
      • Restarting the game on Game Over
      • Winning the game
    • Summary
  • Chapter 8: Exporting Your Game
    • Exporting games in Construct 2
    • Setting up a Dropbox account
    • Exporting to an HTML5 website
      • Choosing the template for your HTML5 export
      • Assessing the contents of the game folder
    • Uploading and sharing a game with Dropbox
    • Other places to export your game
      • Exporting to Chrome Web Store
      • Exporting to Scirra Arcade
      • Exporting to Kongregate
      • Exporting to PhoneGap
      • Exporting to Intel XDK
      • Exporting to CocoonJS
      • Exporting for Windows Phone 8
      • Exporting to Tizen
      • Exporting for the Amazon Appstore
      • Exporting for Windows 8
      • Exporting to Open Web App
      • Exporting to Node-Webkit
    • Summary

John Bura

John Bura has been programming games since 1997 and teaching since 2002. He is the owner of the game development studio Mammoth Interactive. This company produces games for Xbox 360, iPhone, iPad, Android, HTML5, ad-games, and others. Mammoth Interactive recently sold a game to Nickelodeon! He has been contracted by many companies to provide game design, audio, programming, level design, and project management. To this day, he has contributed to 40 commercial games. Several of the games he has produced have risen to number one in Apple's App Store. In his spare time, he likes playing ultimate frisbee, cycling, and working out.

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Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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What you will learn from this book

  • Create 2D games from scratch
  • Monetize your games with in-game shops
  • Program game mechanics which are the core of game design
  • Deploy your game to multiple platforms
  • Discover techniques to build simple yet effective enemy AI
  • Implement physics for falling blocks and bullets
  • Get time saving tips and best practice advice for quick and effective game production
  • Design different types of games that are fun and exciting

In Detail

Construct 2 is an HTML5-based game editor that uses drag-and-drop functionality to allow users to create complex and engaging games with no programming experience. The software is fast and easy to learn for novices, yet powerful for advanced users, letting expert game builders work even quicker than by coding.

This book gets to grips with the basics of Construct 2 game design techniques and clearly explains and illustrates important features, from controls to game mechanics, before having you put those skills to the test by building three complete game projects. You will learn how to create games in popular and bestselling genres, distribute them through multiple channels, and expand your foundational knowledge into expert game design skills.


This book uses practical examples to teach readers, and imparts the key skills and techniques of working in Construct 2 through building complete game projects.

Who this book is for

This book is for complete beginners who have always wanted to learn how to make games and have never tried. It is the perfect introduction to game development, design, and production.

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