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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.

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Profile Icon John Bura
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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.8 (9 Ratings)
Paperback Jun 2014 230 pages 1st Edition
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NZ$51.99 NZ$57.99
Paperback
NZ$71.99
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Arrow left icon
Profile Icon John Bura
Arrow right icon
Free Trial
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.8 (9 Ratings)
Paperback Jun 2014 230 pages 1st Edition
eBook
NZ$51.99 NZ$57.99
Paperback
NZ$71.99
Subscription
Free Trial
eBook
NZ$51.99 NZ$57.99
Paperback
NZ$71.99
Subscription
Free Trial

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Construct 2 Game Development by Example

Chapter 2. Inputs and Controls

Inputs and controls are really important for game design. Games are interactive by nature, and designers need to plan out and test controls in order to make an effective game.

In this chapter, we will learn about the following topics:

  • Keyboard inputs
  • Rotating the angle
  • Mouse inputs
  • Game loop
  • Touch control inputs

Getting started with inputs and controls

Software works with human interaction. The most basic activity of any computer interface is a user providing information and the computer reacting to that information. In other programming languages, one of the most basic concepts you learn is the function. The basic premise of a function is to work with inputs.

The way the user inputs information is actually really important. Imagine a simple calculator application that has really nice buttons and works exactly the way you expect it to. Now, imagine a calculator application where the buttons were in a different order than the usual one. The application would be much harder to use. Obviously, you want the application and the user experience to be as good and as easy as possible. Applications such as games have a purpose, and the software and hardware should not interfere.

Let's move this concept to games. Let's imagine a platform game, which is a game where you run and jump onto platforms...

Summary

In this chapter, we learned how to use the keyboard and how to use the mouse. In addition, we explored some of the other functionalities that Construct 2 has to offer, such as keyboard inputs and rotating to an angle. We have also introduced the idea of the game loop and how Construct 2 accesses it. We also covered the touch control.

In the next chapter, we will cover variables to add more complexity to our games.

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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

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 25, 2014
Length: 230 pages
Edition : 1st
Language : English
ISBN-13 : 9781849698061
Vendor :
Scirra
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Product Details

Publication date : Jun 25, 2014
Length: 230 pages
Edition : 1st
Language : English
ISBN-13 : 9781849698061
Vendor :
Scirra
Tools :

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Frequently bought together


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Total NZ$ 215.97
Construct 2 Game Development by Example
NZ$71.99
Learning Construct 2
NZ$71.99
Construct Game Development Beginners Guide
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Total NZ$ 215.97 Stars icon

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

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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%
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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.
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Amazon Customer Nov 13, 2014
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good!
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witchypoo Feb 07, 2015
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Bought as a gift , happily rec d and has since expressed how good it is , so definately recommended!
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sunflowers Mar 16, 2015
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arrived on time - very satisfied
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Jamie Feb 13, 2017
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Not everything you ever wanted to know but this is a helpful tool to gain more knowledge.
Amazon Verified review Amazon
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