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Learning Construct 2.

Construct 2 is one of the most accessible 2D game development tools available. With its easy-to-use editor, you can create brilliant, stunning, and impressive games even if you're just starting out. Construct 2 takes care of all the technical details and lets you focus on the exciting bit, desi...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Subagio, Aryadi
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Packt Publishing, 2014.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Chapter 2: Creating Your First Game Design; Defining a game
  • Making your own challenges in a gameRewarding 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; Chapter 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 collideMaking 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; Chapter 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 blocks; Setting up the power up blocks; Writing an expression
  • Understanding constant variablesAdding 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; Chapter 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 behaviorChanging the properties of the rock; Selecting an object via its UID; Joining two objects; Types of physics engines in Construct 2; Summary; Chapter 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 elements of an array; One-dimensional and multidimensional arrays; Storing data in a dictionary; Comparison between arrays and dictionaries