Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Construct 2 Game Development by Example
Construct 2 Game Development by Example

Construct 2 Game Development by Example: Learn how to make games for multiple platforms with Construct 2.

eBook
€8.99 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Billing Address

Table of content icon View table of contents Preview book icon Preview Book

Construct 2 Game Development by Example

Chapter 1. Getting Started with Construct 2

Game development is very similar to making music, writing books, making movies, and pretty much every other creative process. As a creator, you might have an idea that you want people to enjoy. You have to find the tools and the time necessary to make your ideas a reality. If you don't make your idea a reality, people will not get to enjoy your creation. It only makes sense that you choose the right tools for the right job.

With lots of options in terms of how to develop your game and with what engine, it is easy to become lost. Let's take a moment to see what we really want in a game engine. A game engine should have the following attributes:

  • It should be very user friendly
  • It should have a lot of export options
  • It should be fairly inexpensive
  • It should be able to make your creation a reality

Let's have a small introduction to Construct 2. Construct 2 is one of the best non-programming engines around. I have made a ton of games on it.

So, what makes Construct 2 (C2) so awesome? The first reason is that it develops games using HTML5. HTML5 is the new version of HTML, and the best part about this is that you can play these HTML5 games right in your browser. The Web has a ton of infrastructure around it, and HTML5 games tap into that infrastructure. HTML5 games can be played almost anywhere, which makes exporting a real charm. While HTML5 is still under development, browser support gets better by the day.

In this chapter, we will cover the following topics:

  • Downloading and installing Construct 2
  • Coding in Construct 2

Downloading and installing Construct 2

Downloading and installing Construct 2 is pretty easy. You need to have a computer if you want to use Construct 2. You cannot run this on a Mac. You need to perform the following steps to download and install Construct 2:

  1. Go to http://www.scirra.com.
  2. Click on the Download button, as shown in the following screenshot:
    Downloading and installing Construct 2
  3. Once you've downloaded it, follow the instructions and the installation should be simple.

What do the numbers mean?

The numbers refer to the version of Construct 2 you are using (https://www.scirra.com/construct2/releases). This is simply just Scirra's way of versioning the software. There are stable releases and beta releases. Scirra releases a beta version first to work out all of the bugs then they release a stable version. You should use the stable release as the beta releases might be a bit unstable. On that note, I always download the beta releases and I have never had a problem. However, it is advisable to use the stable releases.

Coding in Construct 2

For all of our visual programming examples, we will be typing them in pseudo-code for easier understanding. This code will not work, but it will give you an idea about the concepts of programming. So, let's use an example of moving something to the right. The code might look something like the following line of code:

GameObject.Move.Right;

This works, but we haven't set up a speed for the object. Right now, either the default speed will be the speed of the object and the object will move too fast for the human eye to see, or the compiler might get an error. If you misspell a word or make some kind of syntax error, the game might not run. So, we might have to update our code as follows:

GameObject.Speed = 10;
GameObject.Move.Right;

Notice how there is a semicolon at the end of each line. The semicolon tells the computer to read the next line. However, if you look at the code, we haven't told the computer to check for a button being pressed. If we add that code, it might be something similar to the following code:

if (RightArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Right;
}

As per the preceding line of code, if the right arrow is pressed then the GameObject will move to the right. This is called an if statement, and all it does is check for a condition to be true. In this case, if the right arrow is pressed then the GameObject will move to the right; however, if the right arrow is not pressed then nothing will happen. Now, let's add the logic for the left arrow being pressed. The code is as follows:

if (RightArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Right;
}
if (LeftArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Left;
}

We should mention at this point that there are only two lines of code in these if statements, but there can be many more. Imagine how gigantic the code base is for some of the games you play. Those games are much more complex. Sometimes, the logic for the right arrow being pressed can be more than a page of logic. Let's add some code that will make the GameObject move in four directions. The code is as follows:

if (RightArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Right;}
if (LeftArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Left;}
if (UpArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Up;}
if (DownArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Down;
}

This is a lot of code and we are not even making a complex game. So far, our game just has a GameObject moving up, down, left, and right. We have no projectiles, no antagonists, and no artificial intelligence. So, why a code like this? Well, it's only recently that non-coding languages have been around. If you have ever played a game, it was painstakingly coded. We should also point out that the preceding code is an abbreviated version to make it simpler. Depending on the language, moving something across the screen might take many more lines of code.

Working with visual programming languages

Visual programming languages do exactly the same thing that regular programming languages do, except that all of the logic is placed visually. This is more efficient for several reasons:

  • You can layout information in different areas
  • Logic that would take multiple lines of code can be in one dialog box
  • You can visually see that your game is coming together

At this point, we should also mention that, in most game development environments, you have to do most of the work by typing commands. Having an editor where you visually assemble your game, even if it is just the level design, wasn't always the case. One of the best features of a visual programming language is that you can see everything and test everything much more easily than traditional game development environments.

Layout and event sheets

In Construct 2, we have two main areas in which we work. The first area is called the layout, which is a visual representation of what the game will look like when a player plays it. In this area, we can perform the following actions:

  • Drop in all of our game objects so that we can arrange them the way we like
  • Set the look of the game
  • Add the heads-up display (HUD) and other Graphic User Interface (GUI) elements

The following screenshot shows the layout with some game objects on it:

Layout and event sheets

Each game object is a sprite. A sprite can have an image, an animation (multiple images), and a game logic attached to it. Your event sheet will look like the following screenshot:

Layout and event sheets

The second area is the event sheet. An event sheet is where the game logic goes. This is where we would "code" the game in other environments (see the preceding image).

If we want to add some logic so that the game characters will move left and right, this is where we will add it. Right now, there is nothing in our event sheet; however, we can go and add something to demonstrate how we will "code" in the game logic.

To add an event, all you have to do is click on the Add event button. Another way of adding an event is to just double-click on the area underneath the Event sheet 1 tab, as shown in the following screenshot:

Layout and event sheets

The Add event dialog box will provide you with all of the possible game objects and commands you can use in your game.

Sprites

As you can see in the Layout1 window, all the game objects in the game are here. You will also see a system icon. This icon brings up the internal commands and functional commands that you can use.

If we want to select the sprite to move forward, we can simply select the sprite and give it a command. Remember, in other environments, you would have to type that in. If we want to make the sprite move left with the A button, we can simply select the A button and add some logic that would make the sprite move left, as shown in the following screenshot:

Sprites

You will also notice that all of the game objects are properly named. It is very important to name all of your game objects appropriately. When your game has a few hundred game objects, it will become much easier to manage if your game objects are named properly.

Let's go ahead and select the sprite by double-clicking on it. Once you do this, you will be able to see a bunch of conditions. These conditions must be met before we give an action to perform. In the same way as the if statement we looked at a few pages ago, we need to make sure a condition is true; only then we can go ahead and add an action. The Add event window should look like the following screenshot:

Sprites

Now, let's scroll down and select Is on-screen as shown in the following screenshot:

Sprites

As you can see, once you select Is on-screen, the onscreen condition is added to the event sheet. You can also see that you can add an action and another event. We want the sprite to do something before we move on.

If you click on Add action, you will get a similar dialog box but with actions instead of conditions. Let's go ahead and click on the Sprite element and the following screen will pop up:

Sprites

You will see actions that you can add to the sprite, as shown in the preceding screenshot. Take a moment to look at all of the actions and you can see how versatile Construct 2 really is.

Once you have finished looking, go ahead and click on Rotate clockwise. This will make the sprite rotate. You can enter in any number in the Degrees textbox:

Sprites

Let's look at what we are telling the computer to do. While the condition of the sprite is onscreen, the action will be to rotate the sprite. If we were to run the game, the sprite will rotate. This may seem like it is really simple, but imagine if you had to code all of that by typing in commands. It would take a very long time. What we have just shown you is the power of visual programming languages. They take out most of the work needed to develop games. Instead, you can focus on creativity and design versus technicality.

Summary

In this chapter, we learned about Construct 2 and how it works. More importantly, we learned how and why Construct 2 is an amazing engine to work with and why it can save us time. Construct 2 has a visual programming language. We set up a small example in this chapter and we saw that a visual programming language is easy to follow.

In the next chapter, we are going to talk about inputs and controls. Inputs and controls are one of the most important parts of game design. Have you ever played a game with amazing graphics and amazing action but the controls don't work properly? Bad controls ruin games from the hobby level to the AAA level. Luckily, Construct 2 has some fantastic controls already set up and the engine is so versatile that you can add robust controls of your own.

Left arrow icon Right arrow icon

Description

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. 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.

What you will learn

  • Create 2D games from scratch
  • Monetize your games with ingame 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

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 25, 2014
Length: 230 pages
Edition : 1st
Language : English
ISBN-13 : 9781849698078
Vendor :
Scirra
Tools :

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Billing Address

Product Details

Publication date : Jun 25, 2014
Length: 230 pages
Edition : 1st
Language : English
ISBN-13 : 9781849698078
Vendor :
Scirra
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 111.97
Construct Game Development Beginners Guide
€37.99
Learning Construct 2
€36.99
Construct 2 Game Development by Example
€36.99
Total 111.97 Stars icon
Banner background image

Table of Contents

10 Chapters
1. Getting Started with Construct 2 Chevron down icon Chevron up icon
2. Inputs and Controls Chevron down icon Chevron up icon
3. Variables and Arrays Chevron down icon Chevron up icon
4. Game Mechanics Chevron down icon Chevron up icon
5. Making a Simple Shooter Chevron down icon Chevron up icon
6. Making a Tower Defense Game Chevron down icon Chevron up icon
7. Making a Puzzle Physics Game Chevron down icon Chevron up icon
8. Exporting Your Game Chevron down icon Chevron up icon
A. Where to Go from Here Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.8
(9 Ratings)
5 star 33.3%
4 star 33.3%
3 star 22.2%
2 star 0%
1 star 11.1%
Filter icon Filter
Top Reviews

Filter reviews by




Tom Boyles Jul 08, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Mr. Bura's book is well written and his experience as a game developer comes through the instruction. Great assortment of game examples to get you on your way to developing and designing your own games. Mr. Bura's book starts off with game mechanics and even a good start in arrays which is really helpful. Excellent and highly recommended.
Amazon Verified review Amazon
Amazon Customer Nov 13, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
good!
Amazon Verified review Amazon
witchypoo Feb 07, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Bought as a gift , happily rec d and has since expressed how good it is , so definately recommended!
Amazon Verified review Amazon
sunflowers Mar 16, 2015
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
arrived on time - very satisfied
Amazon Verified review Amazon
Jamie Feb 13, 2017
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Not everything you ever wanted to know but this is a helpful tool to gain more knowledge.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

How do I buy and download an eBook? Chevron down icon Chevron up icon

Where there is an eBook version of a title available, you can buy it from the book details for that title. Add either the standalone eBook or the eBook and print book bundle to your shopping cart. Your eBook will show in your cart as a product on its own. After completing checkout and payment in the normal way, you will receive your receipt on the screen containing a link to a personalised PDF download file. This link will remain active for 30 days. You can download backup copies of the file by logging in to your account at any time.

If you already have Adobe reader installed, then clicking on the link will download and open the PDF file directly. If you don't, then save the PDF file on your machine and download the Reader to view it.

Please Note: Packt eBooks are non-returnable and non-refundable.

Packt eBook and Licensing When you buy an eBook from Packt Publishing, completing your purchase means you accept the terms of our licence agreement. Please read the full text of the agreement. In it we have tried to balance the need for the ebook to be usable for you the reader with our needs to protect the rights of us as Publishers and of our authors. In summary, the agreement says:

  • You may make copies of your eBook for your own use onto any machine
  • You may not pass copies of the eBook on to anyone else
How can I make a purchase on your website? Chevron down icon Chevron up icon

If you want to purchase a video course, eBook or Bundle (Print+eBook) please follow below steps:

  1. Register on our website using your email address and the password.
  2. Search for the title by name or ISBN using the search option.
  3. Select the title you want to purchase.
  4. Choose the format you wish to purchase the title in; if you order the Print Book, you get a free eBook copy of the same title. 
  5. Proceed with the checkout process (payment to be made using Credit Card, Debit Cart, or PayPal)
Where can I access support around an eBook? Chevron down icon Chevron up icon
  • If you experience a problem with using or installing Adobe Reader, the contact Adobe directly.
  • To view the errata for the book, see www.packtpub.com/support and view the pages for the title you have.
  • To view your account details or to download a new copy of the book go to www.packtpub.com/account
  • To contact us directly if a problem is not resolved, use www.packtpub.com/contact-us
What eBook formats do Packt support? Chevron down icon Chevron up icon

Our eBooks are currently available in a variety of formats such as PDF and ePubs. In the future, this may well change with trends and development in technology, but please note that our PDFs are not Adobe eBook Reader format, which has greater restrictions on security.

You will need to use Adobe Reader v9 or later in order to read Packt's PDF eBooks.

What are the benefits of eBooks? Chevron down icon Chevron up icon
  • You can get the information you need immediately
  • You can easily take them with you on a laptop
  • You can download them an unlimited number of times
  • You can print them out
  • They are copy-paste enabled
  • They are searchable
  • There is no password protection
  • They are lower price than print
  • They save resources and space
What is an eBook? Chevron down icon Chevron up icon

Packt eBooks are a complete electronic version of the print edition, available in PDF and ePub formats. Every piece of content down to the page numbering is the same. Because we save the costs of printing and shipping the book to you, we are able to offer eBooks at a lower cost than print editions.

When you have purchased an eBook, simply login to your account and click on the link in Your Download Area. We recommend you saving the file to your hard drive before opening it.

For optimal viewing of our eBooks, we recommend you download and install the free Adobe Reader version 9.