Construct Game Development Beginners Guide


Construct Game Development Beginners Guide
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Overview
Table of Contents
Author
Support
Sample Chapters
  • 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

Book Details

Language : English
Paperback : 298 pages [ 235mm x 191mm ]
Release Date : May 2012
ISBN : 184951660X
ISBN 13 : 9781849516600
Author(s) : Daven Bigelow
Topics and Technologies : All Books, Game Development, Beginner's Guides, Games, Open Source

Table of Contents

Preface
Chapter 1: Our First Look at Construct
Chapter 2: Hello World! Construct Style
Chapter 3: Adding the Challenge
Chapter 4: Making Noise
Chapter 5: Practical Physics
Chapter 6: Custom Levels
Chapter 7: Platformer Revisited, a 2D Shooter
Chapter 8: I'm Throwing a Grenade!
Chapter 9: Our Final Moments
Appendix: Pop Quiz Answers
Index
  • Chapter 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
      • Creating the project
      • Changing the project details
      • Running the project
    • Step three: navigating the interface of Construct Classic
    • Time for action – clicking our way around Construct Classic
      • 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
      • Creating an object
      • Drawing the sprite
      • Changing the appearance of the sprite
    • Summary
    • Chapter 2: Hello World! Construct Style
      • Sprites revisited
      • Time for action – creating a player sprite
        • Creating new animations
        • Animation tags
        • Choosing the Collisions mode
      • Tiled backgrounds: defining the world
      • Time for action – make some tiled backgrounds
      • Attributes: telling Construct more about our objects
      • Time for action – adding attributes to our objects
      • Behaviors: teaching objects how to act
      • Time for action – getting our player moving
        • The behaviors
        • Setting controls
      • Variables: private and global
      • Time for action – giving our player a life
      • Textboxes: giving the player a heads-up
      • Time for action – showing our player their health and score
      • Events: setting the rules and goals of a game
      • Time for action – very eventful games
        • The sprites
        • Events
        • Conditions
        • Actions
      • Summary
      • Chapter 3: Adding the Challenge
        • Before we start
        • Reaching the goal
        • Time for action – making the game winnable
          • Overlapping versus collision
          • Set activated
          • Set animation
        • Avoid the hazards
        • Time for action – bestowing more challenges on a player
          • 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
          • Direction of motion
          • Falling down
          • Turning around
          • Looking for a hit
        • Improving our interface
        • Time for action – creating a background for the GUI
        • Summary
        • Chapter 4: Making Noise
          • A game and its music
          • Time for action – add some music to our game
            • The start of layout condition
            • Playing the music file
            • Looping the music file
          • Modules of music
          • Time for action – play some mod music
            • The Is playing condition
            • Loading and playing the file
          • Sounds: describing the action
          • Time for action – adding sounds
          • Exporting our game
          • Time for action – exporting our game
          • A note on sharing our games
          • Summary
          • Chapter 5: Practical Physics
            • Creating physical objects
            • Time for action – creating our objects
              • 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
            • Adding a physical force
            • Time for action – creating forces
            • Adding special pegs
            • Time for action – creating specialty pegs
              • The For loop
              • Set timescale
            • Portals: a way of getting from A to B
            • Time for action – teleporting the ball
            • Particle objects: creating a fireworks finale
            • Time for action – creating fireworks
            • Playing the sounds and music
            • Time for action – adding the sounds and music
            • Creating another level
            • Time for action – making another level
            • Meet the debugger
            • Time for action – looking through the debugger
            • Summary
            • Chapter 6: Custom Levels
              • The user friendly INI file
              • Time for action – creating an INI file
                • INI groups
                • INI items
              • Loading levels
              • Time for action – load custom levels
                • 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
              • 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
                • The edit region
                • The function object
                • Enabling and disabling groups
                • Writing to an INI file
                • Positioning the Cursor object to a grid
                • Placing portals
              • Summary
              • Chapter 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
                  • Families
                  • Containers
                  • Multiplayer
                  • Static scrolling
                • Shooting bullets
                • Time for action – adding some guns
                • Parallax: giving the impression of depth
                • Time for action – creating parallax scrolling
                • Lights and shadows: illuminating the darkness
                • Time for action – using lights and shadow casters
                • Enemies with guns: slightly more challenging
                • Time for action – making some enemies
                  • Manual collision detection
                  • Basic AI
                  • Spawning a gun
                • Summary
                • Chapter 8: I'm Throwing a Grenade!
                  • Grenades – bouncing, timed explosives
                  • Time for action – throwing grenades
                    • Throwing the grenade
                    • Bouncing the grenades
                  • Explosions – big bright lights
                  • Time for action – explosion flashes
                  • Effects – distortions and other nice things
                  • Time for action – adding some distortion
                    • Pixel shaders
                    • The effects used
                  • Objects – completely blown away
                  • Time for action – blast the robots away
                  • Summary
                  • Chapter 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
                    • Appendix: 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

                      Daven Bigelow

                      Jayjay is a hobby game developer and 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, where he provides advice and examples for new users seeking help.
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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.

                      Frequently bought together

                      Construct Game Development Beginners Guide +    Monkey Game Development: Beginner's Guide =
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                      Price for both: $39.00

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                      What you will learn from this book

                      • Navigate the interface of Construct Classic with ease
                      • Create 2D games inspired by some of the most popular games in history
                      • Use the built-in physics engine of Construct Classic
                      • Create level editors for your games
                      • Create enemy AI for platformers and shooters
                      • Use the shadow casters and lighting effects in Construct Classic to create realistic environments
                      • Use pixel shader effects of Construct Classic to create stunning visuals
                      • Additional tips and tricks that will improve your future games

                       

                      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.

                      Approach

                      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.

                      Who this book is for

                      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!

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