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Game Development with Construct 2

Game Development with Construct 2


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About the Book

Chapter 1: Getting Started with Construct 2

About the Construct 2 game engine (we discuss how game engines compare to traditional creating games using traditional game programming languages, and the advantages to using the Construct 2 game engine in particular vs. other game engines)

Downloading and installing (we explain how to set up the software, and include a comparison between the free and licensed versions. Note: all programs developed in this book use features available in the free version.)

The user interface (we include a screenshot of the Construct software and explain the purpose of each panel, how to navigate between panels, and explain the basic terminology used by the program. All terms will be re-explained when they are first encountered in subsequent chapters)

Saving and exporting games (we describe the two ways a game can be saved, and the numerous export options (HTML5 website, app stores, executable files, etc.)

Chapter 2: Starfish Collector

Introduction (this section, common to most chapters, will include: - a screenshot and description of the game in terms of mechanics/dynamics/aesthetics - a list of previously covered topics the reader needs to remember and use here - a brief description of the new features of Construct that will be introduced in this chapter - initial project setup, graphics needed, and settings (window and layout size, renaming layouts and layers, etc.)

Sprites (adding objects to the game; using the image editor; changing position, angle, and size)

Events (the "code" of Construct; events are "if"-statements: conditions followed by actions; event-driven programming; how to make the starfish disappear on contact; adding comments)

Behaviors (pre-programmed sets of events to accelerate game development; 8-directional movement and keeping the player on the screen)

Ending the game (organizing messages with a User Interface layer; accessing properties in code; system conditions)

Side Quests (this section, common to most chapters, will include optional extra modules the reader can follow that introduce additional game mechanics or add polish to the game, and an "on your own" section with ideas that the reader can implement on their own to practice and refine their skills)

◦ solid objects (add a rock sprite, introduce solid behavior, collision polygons, rotate and scale to make duplicates appear different)

◦ value-based animations (contrast value-based vs. image-based animations; discuss the importance of drawing player attention to interactive objects; adding the rotate, sine, and fade behaviors to animate the starfish)

◦ on your own (creating a maze from the rocks; rotating solid objects; making the starfish change position with the sine behavior; adding additional sprites, like seaweed)

Chapter 3: Space Rocks (inspired by the classic game "Asteroids")

Introduces: Keyboard, Custom Movement, Bullet, Wrap, Animation (spritesheet; blending), Pin, functions

Introduction

Spaceship movement (discuss when one needs to write custom events rather than use behaviors; the keyboard object and custom movement and wrap behavior; velocity vs. acceleration; setting speed limits)

Lasers and rocks (introduce the bullet behavior, and image-based animations; contrast key down vs. key press conditions)

Thrusters and Explosions (the importance of visual feedback for the player; pin behavior)

Teleportation (introduction to functions, randomization)

Winning or losing the game

Side Quests

◦ Shields (discuss game balance; decreasing the difficulty by allowing multiple collisions)

◦ UFOs (introduces spawn point
About the Author: Lee Stemkoski is a professor of computer science and mathematics. He earned his Ph.D. in Mathematics from Dartmouth College in 2006. He has been teaching at the college level, with an emphasis on Java Programming, Computer Graphics, and Video Game Development for the past six years. Lee particularly enjoys playing classic games released for the Nintendo and Super Nintendo Entertainment System consoles. He has written another book, Beginning Game Development with LibGDX, in addition to many other scholarly articles and game development tutorials.
Evan Leider is currently pursuing a B.S. in Computer and Management Information Systems with a specialization in Game Development, with an expected graduation date of 2018. Since 2012, he has been using Construct 2 to create his own games. Evan has been a teaching assistant in introductory video game programming courses for two years, where he helps college and high school students learn how to use Construct 2. He enjoys playing video games such as Sonic the Hedgehog and Super Smash Brothers.


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Product Details
  • ISBN-13: 9781484227831
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Edition: 1st ed.
  • Language: English
  • Returnable: Y
  • Spine Width: 14 mm
  • Weight: 426 gr
  • ISBN-10: 1484227832
  • Publisher Date: 11 Jun 2017
  • Binding: Paperback
  • Height: 234 mm
  • No of Pages: 240
  • Series Title: English
  • Sub Title: From Design to Realization
  • Width: 156 mm


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