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


We learned a lot in this chapter while making our BounceBall game. In general, we learned how to use the Physics behavior, use event sheets, and play across multiple levels. We started by learning how to give our objects the Physics behavior and using events to control it. In doing so, we also came across event sheets and groups, which make our events more manageable.

We then saw how to teleport objects with the Physics behavior, and we also learned to use the Particles object to create our fireworks finale. We finished the chapter by gaining the skills necessary for creating additional levels and transitioning to them, as well as using the debugger to see if there are any bugs in our game. We also discussed some useful expressions such as Clamp and Set timescale.

We are now ready to learn about loading and making custom levels, which is the next chapter.