Book Image

Construct Game Development Beginners Guide

By : Daven Eric Bigelow
Book Image

Construct Game Development Beginners Guide

By: Daven Eric Bigelow

Overview of this book

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 (16 chapters)
Construct Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Summary


Now that we have started learning how to make platform games, we've covered a lot of the basics needed to make one with Construct.

We started this chapter with animated sprites, which are the most important object in any graphical games made with Construct Classic. Then we learned about tiled backgrounds, which decrease the difficulty in making large maps. We then used some attributes to define which objects are solid and learned that the Player object must have the camera centered on it at all times.

After that, we gave the Player object movement with the Platform behavior, a pre-made movement designed for 2D platformer games. Our Player object then gained a personal score counter and some lives to add some challenge to the game. We then went on to add some textboxes that show the current score and lives, and then finished off the chapter with learning how to create events, the building blocks of any new gameplay elements we want to make.

Now that we've learned to do all this, we're...