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

Preface

Welcome to Construct Game Development Beginner's Guide. In this book, you will be learning to use the free and open source software Construct Classic to make your own video games from scratch.

Construct Classic is a DirectX 9-based game creation environment for Windows, designed for making 2D games. Construct Classic uses a graphical event-based system for defining how the game behaves, in a visual, human-readable way — you do not need to program or script anything at all. It's intuitive for beginners, but powerful enough for advanced users to work without hindrance.

So, if you have ever wanted to make video games, and haven't tried before, this book will help you get started!

What this book covers

Chapter 1, Our First Look at Construct, covers the basics of the Construct Classic editor.

Chapter 2, Hello World! Construct Style, covers the making our first game, a classic platformer.

Chapter 3, Adding the Challenge, covers creating enemies and a goal for our platform game.

Chapter 4, Making Noise, covers playing music and sound files in Construct Classic.

Chapter 5, Practical Physics, covers making our second game with the built-in physics engine.

Chapter 6, Custom Levels, covers making a level editor to save and load external level files.

Chapter 7, Platformer Revisited, a 2D Shooter, covers learning to make a platform shooter.

Chapter 8, I'm Throwing a Grenade, involves learning to use pixel shader effects in our games.

Chapter 9, Our Final Moments, covers a summary of what we've learned and some extra tips.

What you need for this book

With screenshots and step-by-step instructions, this beginner's guide requires only an interest in making video games, and basic experience with the Windows operating system.

Who this book is for

If you have ever thought of making a 2D computer game of your own, this book is for you.

Conventions

In this book, you will find several headings appearing frequently.

To give clear instructions of how to complete a procedure or task, we use:

Time for action — heading

  1. 1. Action 1

  2. 2. Action 2

  3. 3. Action 3

Instructions often need some extra explanation so that they make sense, so they are followed with:

What just happened?

This heading explains the working of tasks or instructions that you have just completed.

You will also find some other learning aids in the book, including:

Pop quiz — heading

These are short multiple choice questions intended to help you test your own understanding.

Have a go hero — heading

These set practical challenges and give you ideas for experimenting with what you have learned.

You will also find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text are shown as follows: "In our game, the player will have a Score private variable to store how many enemies they stomped in that life, while a Lives global variable stores how many lives they have left before they lose."

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes, for example, appear in the text like this: "Click on the Application 1 node in the Project window."

Note

Warnings or important notes appear in a box like this.

Note

Tips and tricks appear like this.

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Downloading the example code

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Errata

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Questions

You can contact us at if you are having a problem with any aspect of the book, and we will do our best to address it.