Cover image for Learning Construct 2.
Learning Construct 2.
Title:
Learning Construct 2.
Author:
Subagio, Aryadi.
ISBN:
9781784398828
Personal Author:
Physical Description:
1 online resource (246 pages)
Contents:
Learning Construct 2 -- Table of Contents -- Learning Construct 2 -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Downloading and Understanding Construct 2 -- About Construct 2 -- Downloading Construct 2 -- Walking through the installation of Construct 2 -- Navigating through Construct 2 -- Creating game objects -- Adding layers -- Sorting the z-order -- Layer properties -- Saving your project -- What is an event system? -- Reading an event system -- Writing events -- Creating a variable -- Using a license -- Summary -- 2. Creating Your First Game Design -- Defining a game -- Making your own challenges in a game -- Rewarding your players -- Ending the loop -- Examples of games for Construct 2 -- Drawing the flow of the game -- Making game mechanics -- Creating game rules -- Main game phases -- Understanding the fun factor -- More references for game design -- Game-design template -- Game-design books -- Summary -- 3. Creating Diverse Player Experiences with a Flappy Bird Clone -- How Flappy Bird works -- Understanding random generation -- Flappy Bird game design -- Making our own Flappy Bird game -- Adding the layers -- Adding a Sprite object -- Using image points -- Setting the collision polygon -- Enabling the plane to fall and collide -- Making it tap to flap -- Using instance variables -- Using the timer behavior -- Stopping the rotation -- Learning random generation -- Making the ground scroll -- Picking objects for actions.

Creating random obstacles -- Adding collectibles -- Completing our code -- Summary -- 4. Making a Breakout Clone -- Creating the design -- Designing the reward system -- Setting up our layout -- Using a tiled background object -- Moving the paddle in only two directions -- Making the ball bounce -- Adding the blocks -- Destroying the blocks -- Setting up the power up blocks -- Writing an expression -- Understanding constant variables -- Adding sub-events -- Changing a game object's state -- Adding more states -- Ending a game -- Losing by time -- Losing by life -- Calculating the score -- Comparing an expression -- Killing the bug -- Summary -- 5. Making a Platformer Game -- Preparing the level -- Setting up the character -- Moving the character -- Changing the animations -- Making the camera follow the player -- Jumping through platforms -- Moving to another level -- Hitting the coin box -- Learning about physics -- Forces, impulses, torques, and joints -- Adding a puzzle element -- Moving our character with the Physics behavior -- Changing the properties of the rock -- Selecting an object via its UID -- Joining two objects -- Types of physics engines in Construct 2 -- Summary -- 6. Creating a Space-shooter Game -- Setting the stage -- Scrolling the stage -- Creating the enemy -- Deleting offscreen objects -- Making the player shoot at enemies -- Adding the particle effects -- Storing data in Construct 2 -- Getting to know arrays -- Understanding the elements of an array -- One-dimensional and multidimensional arrays -- Storing data in a dictionary -- Comparison between arrays and dictionaries -- Using arrays in your game -- Inserting data into a dictionary -- Retrieving the value in an array and dictionary -- Storing data in the player's machine -- Using WebStorage to store data -- Making the leaderboard -- Understanding looping.

Using a loop in our leaderboard -- Summary -- 7. Making a Battle Tank Game -- Setting up the layout -- Using a container -- Pinning an object to another object -- Moving the units -- Adding obstacles -- Making custom obstacles for the units -- Creating enemies -- Making the turrets shoot -- Navigating through the level -- Adding music and sound effects -- Choosing the right file -- Playing the sound -- Making enemies smarter -- Enabling enemy patrolling -- Creating a scout type of enemy -- Additional reading -- Summary -- 8. Debugging Your Game -- Bugs and their types -- Solving a runtime bug -- Picking the right object -- Picking in sub-events -- Picking unreferenced objects -- Using Construct 2's debugging tool -- Using the inspector -- Watching the properties values -- Profiling the CPU -- Reading the profiler -- Performance summary -- Using breakpoints -- Different levels of bug importance -- Summary -- 9. Mastering the Best Practices -- Applying common best practices -- Backing up data regularly -- Testing your game on multiple browsers -- Supporting devices with touchscreen -- Using the right file format -- Security -- Using technical best practices -- Optimizing for mobile platforms -- Knowing the cause of poor performance -- Listing the common optimization misconceptions -- Zeroing in on a frames per second rate -- Understanding which part of the game to optimize -- Previewing over Wi-Fi -- Using your memory wisely -- Avoid using large image files -- Doing it the right way -- Construct 2 - texture loading -- Mobile limitations -- Summary -- 10. Publishing Your Game -- Exporting to the Web -- Exporting as an HTML5 game -- Uploading games to your Dropbox -- Requirements for the Scirra Arcade -- Publishing for Scirra's Arcade -- Changing the icons used -- Publishing to desktop -- Exporting using node-webkit -- Publishing as an Open Web App.

Exporting a packaged app -- Exporting a hosted app -- Submitting to the Firefox marketplace -- Publishing to mobile platforms -- Preparing your PhoneGap game -- Uploading to PhoneGap -- Summary -- Index.
Abstract:
If you want to make your own game but don't know how to start or don't have the technical skills to do it, then this is the book for you. You don't need to have a programming background to understand the concepts explained.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Electronic Access:
Click to View
Holds: Copies: