Learn to Code Video Games: Complete Guide to Construct 2 & 3
4.4 (134 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
693 students enrolled

Learn to Code Video Games: Complete Guide to Construct 2 & 3

A hands-on guide to learning Construct 2 while building many complete video games from scratch. No experience necessary.
4.4 (134 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
693 students enrolled
Created by William Bushee
Last updated 4/2020
English
English [Auto]
Current price: $12.99 Original price: $19.99 Discount: 35% off
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This course includes
  • 15 hours on-demand video
  • 1 article
  • 14 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Learn the Construct 2 platform while building multiple video games.
  • Learn both Constrct 2 and Construct 3
  • Our course is for those who have no prior experience at all, we specifically designed it for kids in elementary through high-school. But everyone will benefit.
Course content
Expand all 150 lectures 15:06:31
+ Overview of Construct 2
20 lectures 01:34:13

I will take you through the process of downloading and installing Construct 2. We'll also take a quick review of the Scirra website, so you know where to find the official manual, store, and arcade.

If you already have Construct 2 installed, you can skip this video. Let's get started on our journey to build video games.

Preview 05:39

This lecture will cover launching Construct 2 and a brief walkthrough of the entire interface. Construct 2 is a Windows program and used standard features like the ribbon, properties panel, and menu system, which will be familiar to most users.

Take this quick tour to become familiar with the program that we will use for the next several hours during this course.

Preview 04:27

Construct 2 has two main sections -- layouts and events. We will learn the basics of each in this lecture and will walk through the main navigation.

Layouts are where your video game graphics get built, and this is where your characters, enemies, foreground, and background come to life. Using a simple drag-and-drop interface, you can set up your entire game without righting any code.

Events are where your game comes alive! Instead of writing complex scripts or code, Construct 2 has developed an events based engine where you simply build the rules that you want to trigger based on events -- like when two objects collide with each other.

This lecture will only cover the navigation and basics of both sections, but we'll dive into them in greater detail soon enough. Are you excited about building a game!

Preview 08:34

Objects make up the components of your video game. This lecture will teach you the basics of creating objects; we'll also tour the primary objects that will be used throughout the course. Most games are built with just a few base objects, like the sprite, tiled background, and keyboard.

You will be surprised at how easy Construct 2 will get you up and running with your video game. We'll also cover a few of the less-common objects because you never know when you might have an idea for a crazy video.

Preview 04:12

Sprites are probably the most commonly used object for building a video game. Sprite is a fancy name for your game's components, like your player, enemy, obstacles, and bullets. The animation is very important for any video game so that your character will actually look like they walking, running, jumping, flying or swimming.

This lecture covers how to create a new sprite, import image files, and setup basic animation. Now you're on the right track, let's make that zombie mouse run.

Preview 06:13

What is your score? How many lives do you have left? Which level are you on? Without the Text object, there is no way to know. Text can be static, like a title screen, or completely dynamic, as your score.

This lecture will introduce you to the basics for creating a text object and initialize its text values. During the variable lecture, we'll show you how to dynamically adjust the values of a text object.

Preview 03:10

Buttons, buttons, buttons. What's a game without a few buttons to push? Buttons are easy to create, customize, and add actions. We'll cover a few of the basics with this lecture. Buttons can be used to navigate around your game or be used as controls.

This lecture explains how to create a button and assign basic actions to your button.

Preview 02:52

There is nothing more satisfying than blowing up a sprite, or a few hundred sprites. Particles are an amazing object that allows you to show an explosion very quickly and easily without writing any scripts at all. You'll want every operation to have some type of a particle in your game, like destroying an enemy, a brick, or even just landing on the platform.

Add those fantastic touches to your game with ease, This lecture will explain how to create, customize, and implement a particle object.

Preview 05:28

The Tiled Background will save you hours and hours of screen layout time. Does your game involve a simple ground for your character to run across? Are you concerned about creating thousands of small blocks to make up the ground? Fear not - Tiled Background to the rescue! Let Construct 2 automatically replicate your image over and over.

This lecture will show you how to create a ground, sky, ocean, building or pretty much anything that will replicate over and over again with only a few clicks.

Preview 02:31

Are you nervous about creating a hundred enemies by importing the same image over and over again? No worries, just copy your enemy, and it will automatically inherit ALL of the properties. Change your mind, about a property after making fifty copies, no worries. Changing one will automatically be replicated to the other forty-nine!

That's right, Construct 2 has thought of everything and this lecture will explain how it all works. You can even clone an object to make a brand-new object with its own events.

Now you can build that horde of zombies that will take over the world in no time at all.

Preview 06:17

Behaviors give your video game actions. Who wants to write scripts or code? That sounds boring and riddled with things like math or physics. Behaviors have all the complicated logic built-in automatically; you just need to click the "Add" button.

This lecture will introduce you to what behaviors are, which ones are the commonly used behaviors and how they work -- and we don't need to know the speed of gravity on the moon.

Preview 02:45

Probably the most popular video game style around is the platform style. This is where a character interacts with a platform, like the ground, and moves around the screen to interact with obstacles and enemies -- think Super Mario. The platforms may be flat, long, short, tall or even multi-leveled.

Using the platform behavior, this lecture will build a very basic video game with a few sprites. You'll understand how video games are made and you'll be excited to start your own right now!

What are you waiting for? Go start, you know the basics!

Behavior (Platform)
03:37

Physics is awesome -- but complicated. Who wants to do math when building a game? (No one, that's who)

No worries, Construct 2 has all the math embedded into the physics behavior so you just need to click the "add" button. Physics allows you to create sprites that interact with each other like they would in the real world, like a ball bouncing on the ground or a rock falling off a building.

This lecture will explore the physics behavior and how to add real-life physics to a video game. Physics is one of the most flexible behaviors available.

Behavior (Physics)
03:32

What video game would be complete with bullets? We love to shoot things almost as much as we love to blow them up. Luckily, bullets are super-easy to add to any game, just select the bullet behavior and adjust a few properties and your pretty flower will be shooting laser beams in every direction.

The bullet behavior can also be used for other operations, and we'll explore a few of those as well. We bet you can come up with a few other cool uses for the bullet behavior after you've watched this lecture.

Behavior (Bullet)
02:41

Boom - those to sprites just collided into either other! They need to blow up now. Adding collision, both good and bad, is a snap. With just a few clicks, the events necessary to detect when two objects collide will trigger any action that you want.

This lecture is the first where we dive into the events sheet, and we'll take it slow. But don't wait for us, add more events!

Events: Adding Collisions
05:13

Adding the fade behavior will make our player die with class instead of just disappearing from the screen. Adding a straightforward behavior will add a ton of effects to our basic platform structure. We are all about making things easy!

Events: Adding Fade
05:12

What game would be complete without knowing that you just died? Adding a text display to the platform game is easy, students will see how quickly text can be added with only a few clicks.

Events: Adding Text
03:16

Events are not something that students should be afraid of, and this lecture covers some tips and tricks to getting around the events screen quickly.

Events: Additional Operations
04:31

Variables are an important part of any game to keep track of scores, lives, enemy, and many other values. This lecture covers both global and instances variables along with a demonstration of each. If you have never used variables before, we'll cover them in detail as we build our games.

Variables
08:47

Layers can be used to build backgrounds or heads-up-display unites (HUD) in games. Learn the basics for building a background layer behind your game's main characters. Should real-life have a HUD display?

Layers
05:16
+ Overview of Construct 3
1 lecture 18:44

I cover the differences between Construct 2 and Construct 3, plus we'll test a few games. Construct 3 is a game-changer for those using the platform, it might not be ready today, but it is getting close.

Preview 18:44
+ Construct3: Platform Game (NEW)
3 lectures 48:07

This lesson uses Construct 3 to build a complete Platform game with elevators, coins, multiple levels, and even a reward at the end.

Preview 01:40
Part One: Build our level one
27:26
Part Two: Add an elevator, coins, and multiple levels
19:01
+ Maze Game using 8-Direction
4 lectures 59:09
Introduction to maze game.
01:40
Add our hero & build out the initial maze
11:04
Add coins, an enemy, bullets, and a finish door
28:42
Add explosions, secret passageway, and multiple levels
17:43
+ How to Import Images (Construct2 & Construct3)
2 lectures 18:03
Import using Construct2
09:59
Import using Construct3
08:04
+ Blocks Game
8 lectures 47:56

Begin with the basics of our physics-based blocks game. Start this section off with a complete walk-through of the final game and how it will be presented during Gaming Bootcamp.

Preview 05:00

Instead of building the entire game from scratch during Gaming Bootcamp, students will build out their levels that their friends will play using the blocks game. Who can build an unbeatable level?

Editing A Level
04:30

Our blocks game leverages the physics behavior, which contains several different properties that can be changed for each level. Students will understand how these properties make each level different.

Adjusting Properties
02:29

Students will want to learn how to build a strange and weird level to trick their friends and set up an unbeatable level. This lecture will teach you a few tricks of your own.

Creating a Weird Layout
02:41

Gaming Bootcamp will not build the blocks game from scratch, but understanding how it was initially built will help mentors understand the basics of building a physics game using Construct 2.

This lecture will walk-through the menu system and set the basics for the rest of the blocks game. If you get lost or confused, just rewind the video and watch it a few times.

Menu Walkthrough
09:29

Discover how to build the layout and events for our blocks game.

Level Walkthrough Part A
10:09

Walk-through part two will complete the basics of our blocks game.

Level Walkthrough Part B
10:57
Level Walkthrough Part C
02:41
+ Angry Birds-Like Game
14 lectures 59:21

Begin with a complete tour of Bad-Birds, an Angry Birds-like game. See what we are going to build before we start from a blank project. This game is a lot of fun to make and play.

Preview 01:47

Starting with a blank project, we will configure our layout and set up our game's background. Using two layers, we will lock our background, so it does not get accidentally moved while completing the rest of our game.

Screen Layout & Background
05:01

Add our main component, a canon that will shoot a cannonball (or in our case, a giant piece of poo). We'll also define an event to track the mouse pointer as a targeting system.

Adding a Canon
04:53

We need some ammunition for our cannon, how about a giant poo? Add a cannonball, define the events to launch, and our game is coming along well.

Firing a Canon Ball
04:19

Firing once will not work, we'll add an event to reload the canon after the first shot and be ready to fire again.

Auto-Reload the Cannonball
03:13

All canons need a target, let's build a tower with a prize to shoot. The tower can be as elaborate and you want, we'll create a basic one to get started.

Building a Tower to Shoot
03:49

Anything that gets hit better explode! We'll add an explosion to our prize when it hits the ground.

Explode the Prize
02:39

HUD, or Heads Up Display, will allow us to keep track of our score and how much poo that has been launched. Using variables, we'll keep track of the values across all levels.

Adding a Heads-up-Display and Keeping Score
07:35

Add a small smoke trail behind our poo as it gets launched across the screen. The tail will slowly fade out and adds a significant effect to our game.

Adding a Tail to Our Ammo
05:23

Now that our game is mostly working, we want to change our target blocks to be breakable after they have been hit a few times. We'll use the animation frames to tell once a block has been hit enough times and gets destroyed. We were created as many block types as you want.

Adding Breakable Blocks
05:04

Adjust our "win" condition so we can proceed from one level to the next.

Adding a "Win" Condition to Proceed to the Next Level
02:22

Add the events and actions to break the blocks after they have been hit a specific number of times. This will make the game easier to win but also allows us to build more complex levels.

Breaking our Blocks
05:17

The original Angry Birds allowed you to split a bird into two birds to cause more damage. Let's put our spin on this by spawning a new poo if the player knows the trick of pressing the 'space' key.

Splitting the Ammo
03:22

Wrap up our Bad Birds game by adding additional levels and creating a final "win" screen.

Conclusion - Adding Levels and a Win Screen
04:37
+ Race Car Game
9 lectures 37:16

A quick introduction and walkthrough of the Race Car game. There are lots of ways to expand this game.

Preview 02:22

Build our initial layout for level 1, set up our road tiles, and explain how the car behavior works.

Create layout and roads
07:52

Our background is also our road boundary. This is a neat trick on how to build a track that the car cannot leave.

Setup background as our road boundary
02:42

Add the car sprite and setup the proper behaviors.

Create car and behaviors
03:22

We will now add a block that we can crash into while going around the track. This will use the behavior of the particles to create an explosion.

Add a block to crash into, just for fun
03:43

Using the sign behavior, we will create a simple artificial intelligence in an obstacle car that needs to be avoided. This is a neat trick that can be used in many types of games.

Create an obstacle car with some very simple artificial intelligence
07:46

Add multiple levels, each one getting more complicated. We'll add a sprite to take the player from each level to the next.

Build multiple levels and logic to move to the next level
04:45

Now that we have our game all set up, we need a finish line with an award. Our award leverages the physics behavior to create a neat effect.

Add a finish line with an award at the end
03:43

And now, we have completed another game! Lots of great ways to expand this game. Share your designs with us.

Conclusion of Race Car game
01:01
+ Exploding Presents
7 lectures 28:11

This is a fun game, similar to fruit ninja only with presents that explode! We'll add a bomb as well, which will decrease your score if you try to explode them.

Preview 00:55

Getting start with our background and sprites.

Create our objects
04:53

Using physics, we'll launch presents from two points from the bottom of the screen at random intervals. Each present is randomly selected and has a force.

Launching presents
06:01

We'll use the mouse to slice our presents to cause them to explode.

Explode our presents
03:55

Using a simple trick, we'll keep track of the number of presents that are exploded.

Keeping score
03:22

Not everything should be sliced, and we'll add a bomb that will remove points if it is sliced.


Adding a bomb
08:24

A quick review of our Exploding Presents.

Conclusion of Exploding Presents
00:41
+ Creating Enemy AI with Pathfinding
8 lectures 25:51

A complete walkthrough of enemy artificial intelligence using the pathfinding behavior. This behavior can be used to build many challenging video games.

Preview 01:19

Start with a background, hero, and enemy sprites. Add their behaviors and do the initial game setup.

Adding a hero and enemy sprites
04:46

Add the events so that our enemy will chase our hero around the screen.

Setting up pathfinding
03:56

Create obstacles for hero and enemies to navigate around.

Add obstacles
02:11

Randomly spawn coins anywhere on the layout for our hero to collect.

Add coins to collect
03:09

Randomly spawn up to 5 enemies anywhere on the layout. Each will chase our hero around.

Auto-spawn enemies
03:09

Allow our hero to shoot the enemies as they chase us around the layout.

Add bullets to our hero
06:35

Wrap up our enemy AI using a pathfinding game. Many cool things can still be added.

Conclusion of our pathfinding
00:46
Requirements
  • Students should have access to a Windows-based computer or laptop in order to follow along.
  • Constrct 3 will run on Windows, Mac, or Chromebook
Description

In this course, you will learn how to use Construct 2 through a hands-on program where we walk students through multiple real-world video games. You will learn all about the Construct 2 platform, the basics of creating a video game, and a complete walk-through. (Over 8 games as of today, more coming soon)

Leveraging exclusively video, students can take this course at their own pace and follow along with the free version of Construct 2. With over 8 hours of course material, we cover every aspect of building video games. All game assets are also available to download.

We developed this course specifically for elementary through high school students, with a focus on our in-person Gaming Bootcamp program that we run in Sioux Falls, SD.

Even if you have ZERO experience with Construct 2 or making video games, this course would be an excellent way to learn the basics and learn to love programing. This is an entry-level through advanced course.

Who this course is for:
  • This Construct 2 course is for the beginner or someone who has no prior experience with coding or Construct 2. If you are an experienced program, this course is probably not going be helpful.