Sample Chapter-Construct 2 Game Development by Example
Sample Chapter-Construct 2 Game Development by Example
Construct 2
Game development is very similar to making music, writing books, making movies,
and pretty much every other creative process. As a creator, you might have an idea
that you want people to enjoy. You have to find the tools and the time necessary to
make your ideas a reality. If you don't make your idea a reality, people will not get
to enjoy your creation. It only makes sense that you choose the right tools for the
right job.
With lots of options in terms of how to develop your game and with what engine,
it is easy to become lost. Let's take a moment to see what we really want in a game
engine. A game engine should have the following attributes:
So, what makes Construct 2 (C2) so awesome? The first reason is that it develops
games using HTML5. HTML5 is the new version of HTML, and the best part about
this is that you can play these HTML5 games right in your browser. The Web has
a ton of infrastructure around it, and HTML5 games tap into that infrastructure.
HTML5 games can be played almost anywhere, which makes exporting a real charm.
While HTML5 is still under development, browser support gets better by the day.
Getting Started with Construct 2
1. Go to http://www.scirra.com.
2. Click on the Download button, as shown in the following screenshot:
3. Once you've downloaded it, follow the instructions and the installation
should be simple.
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Chapter 1
Coding in Construct 2
For all of our visual programming examples, we will be typing them in pseudo-code
for easier understanding. This code will not work, but it will give you an idea about
the concepts of programming. So, let's use an example of moving something to the
right. The code might look something like the following line of code:
GameObject.Move.Right;
This works, but we haven't set up a speed for the object. Right now, either the default
speed will be the speed of the object and the object will move too fast for the human
eye to see, or the compiler might get an error. If you misspell a word or make some
kind of syntax error, the game might not run. So, we might have to update our code
as follows:
GameObject.Speed = 10;
GameObject.Move.Right;
Notice how there is a semicolon at the end of each line. The semicolon tells the
computer to read the next line. However, if you look at the code, we haven't told
the computer to check for a button being pressed. If we add that code, it might be
something similar to the following code:
if (RightArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Right;
}
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www.itbookshub.com
Getting Started with Construct 2
As per the preceding line of code, if the right arrow is pressed then the GameObject
will move to the right. This is called an if statement, and all it does is check for a
condition to be true. In this case, if the right arrow is pressed then the GameObject
will move to the right; however, if the right arrow is not pressed then nothing
will happen. Now, let's add the logic for the left arrow being pressed. The code
is as follows:
if (RightArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Right;
}
if (LeftArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Left;
}
We should mention at this point that there are only two lines of code in these if
statements, but there can be many more. Imagine how gigantic the code base is for
some of the games you play. Those games are much more complex. Sometimes, the
logic for the right arrow being pressed can be more than a page of logic. Let's add
some code that will make the GameObject move in four directions. The code is
as follows:
if (RightArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Right;
}
if (LeftArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Left;
}
if (UpArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Up;
}
if (DownArrow.Pressed) {
GameObject.Speed = 10;
GameObject.Move.Down;
}
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Chapter 1
This is a lot of code and we are not even making a complex game. So far, our game
just has a GameObject moving up, down, left, and right. We have no projectiles, no
antagonists, and no artificial intelligence. So, why a code like this? Well, it's only
recently that non-coding languages have been around. If you have ever played a
game, it was painstakingly coded. We should also point out that the preceding code
is an abbreviated version to make it simpler. Depending on the language, moving
something across the screen might take many more lines of code.
Drop in all of our game objects so that we can arrange them the way we like
Set the look of the game
Add the heads-up display (HUD) and other Graphic User
Interface (GUI) elements
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Getting Started with Construct 2
The following screenshot shows the layout with some game objects on it:
Each game object is a sprite. A sprite can have an image, an animation (multiple
images), and a game logic attached to it. Your event sheet will look like the
following screenshot:
The second area is the event sheet. An event sheet is where the game logic goes. This
is where we would "code" the game in other environments (see the preceding image).
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Chapter 1
If we want to add some logic so that the game characters will move left and right,
this is where we will add it. Right now, there is nothing in our event sheet; however,
we can go and add something to demonstrate how we will "code" in the game logic.
To add an event, all you have to do is click on the Add event button. Another way of
adding an event is to just double-click on the area underneath the Event sheet 1 tab,
as shown in the following screenshot:
The Add event dialog box will provide you with all of the possible game objects and
commands you can use in your game.
Sprites
As you can see in the Layout1 window, all the game objects in the game are here.
You will also see a system icon. This icon brings up the internal commands and
functional commands that you can use.
If we want to select the sprite to move forward, we can simply select the sprite and
give it a command. Remember, in other environments, you would have to type that
in. If we want to make the sprite move left with the A button, we can simply select
the A button and add some logic that would make the sprite move left, as shown in
the following screenshot:
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Getting Started with Construct 2
You will also notice that all of the game objects are properly named. It is very
important to name all of your game objects appropriately. When your game has
a few hundred game objects, it will become much easier to manage if your game
objects are named properly.
Let's go ahead and select the sprite by double-clicking on it. Once you do this, you
will be able to see a bunch of conditions. These conditions must be met before we
give an action to perform. In the same way as the if statement we looked at a few
pages ago, we need to make sure a condition is true; only then we can go ahead and
add an action. The Add event window should look like the following screenshot:
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Chapter 1
Now, let's scroll down and select Is on-screen as shown in the following screenshot:
As you can see, once you select Is on-screen, the onscreen condition is added to the
event sheet. You can also see that you can add an action and another event. We want
the sprite to do something before we move on.
If you click on Add action, you will get a similar dialog box but with actions instead
of conditions. Let's go ahead and click on the Sprite element and the following
screen will pop up:
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Getting Started with Construct 2
You will see actions that you can add to the sprite, as shown in the preceding
screenshot. Take a moment to look at all of the actions and you can see how
versatile Construct 2 really is.
Once you have finished looking, go ahead and click on Rotate clockwise. This will
make the sprite rotate. You can enter in any number in the Degrees textbox:
Let's look at what we are telling the computer to do. While the condition of the
sprite is onscreen, the action will be to rotate the sprite. If we were to run the game,
the sprite will rotate. This may seem like it is really simple, but imagine if you had
to code all of that by typing in commands. It would take a very long time. What we
have just shown you is the power of visual programming languages. They take out
most of the work needed to develop games. Instead, you can focus on creativity and
design versus technicality.
Summary
In this chapter, we learned about Construct 2 and how it works. More importantly,
we learned how and why Construct 2 is an amazing engine to work with and why
it can save us time. Construct 2 has a visual programming language. We set up a
small example in this chapter and we saw that a visual programming language is
easy to follow.
In the next chapter, we are going to talk about inputs and controls. Inputs and
controls are one of the most important parts of game design. Have you ever played
a game with amazing graphics and amazing action but the controls don't work
properly? Bad controls ruin games from the hobby level to the AAA level. Luckily,
Construct 2 has some fantastic controls already set up and the engine is so versatile
that you can add robust controls of your own.
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