Learn to Code Video Games - A Complete Guide to Construct 2
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Learn to Code Video Games - A Complete Guide to Construct 2

A hands-on guide to learning Construct 2 while building 3 complete video games from scratch. No experience necessary.
4.8 (25 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
131 students enrolled
Last updated 4/2017
English
Current price: $10 Original price: $50 Discount: 80% off
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30-Day Money-Back Guarantee
Includes:
  • 8 hours on-demand video
  • 8 Supplemental Resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Learn the Construct 2 platform while building multiple video games. 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.
View Curriculum
Requirements
  • Students should have access to a Windows-based computer or laptop in order to follow along.
Description

In this course, you will learn how to use Construct 2 through a hands-on program where we walk students through three unique video games. You will learn all about the Construct 2 platform, the basics of creating a video game, and a complete walk-through of three video games.

Leveraging exclusively video, students can take this course at their own pace and follow along with the free version of Construct 2. The entire course will take about six hours to complete.

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 a very entry-level course.

Who is the target audience?
  • 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.
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Curriculum For This Course
Expand All 92 Lectures Collapse All 92 Lectures 07:57:01
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Overview of Construct 2
21 Lectures 01:34:41

Hello - Let me introduce you to who I am.

I have been writing code for over 20 years, I have written some crazy stuff!

This course is for anyone who wants to learn how to build video games with Construct 2, absolutely no experience necessary. I take a hands-on approach by covering the basics of building video games and then we dive straight into build three video games from scratch.

Watch the video, it took about fifteen takes before I got one that was usable, and I use the word "usable" very liberally. Enjoy.

Preview 00:35

Learn all about the Construct 2 gaming platform to build various video games which work on any device, including phones and tablets. Construct 2 has a few version which will be used for everything in the course. The paid version will allow for more expansive games and additional features, plus a few nice features that make building video games easier.

Gaming Bootcamp uses the Construct 2 program for our curriculum. During this lecture, we will show you how to download, install and launch Construct 2, plus we highlight their extensive online documentation, tutorials and a manual you can download.

Let's get started.

Download, Install and Launch Construct 2
05:32

This lecture will cover launching Construct 2 and a brief walk through of the entire interface. Construct 2 is a Windows program and used common 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.

Introduction to Interface
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 the where your video game graphics gets built, this is where your characters, enemies, forground and background come to life. Using a simple drag-and-drop interface, you can setup 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 simple 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 to build 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.

Creating Objects
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. Animation is very important for any video game so that your character will actual 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.

Create a Sprite
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, like 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.

Create a Text Object
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.

Create a Button
02:52

There is nothing more satisfying that 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.

Create a Particle
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

Create a Tiled Background
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.

Copying and Deleting Objects
06:17

Behaviors give your video game actions. Who wants to write scripts or code? That sounds boring and riddle 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 built 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 of 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 you're pretty flower will be shooting laser beams in every direction.

The bullet behavior can also be used for other operations, 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, are 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, 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 one simple 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, 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
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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 Bootcampl

Preview 05:00

Instead of building the entire game from scratch during Gaming Bootcamp, students will build out their own 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 a number of different properties that can be changed for each level. Students will understand how these properties make each level different.

Adjusting Properties
02:29

Gaming Bootcamp students will want to learn how to build a strange and weird level to trick their friends and setup 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 originally 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
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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 games is a lot of fun to build 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 canon ball (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 canon, how about a giant poo? Add a canon ball, 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 additional event to reload the canon after the first shot and be ready to fire again.

Auto-Reload the Canon Ball
03:13

All canons need a target, let's build a tower with a prize to shoot. The tower can be as complex and you want, we'll build 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 tail behind our poo as it gets launched across the screen. The tail will slowly fade out and adds a great effect to our game.

Adding a Tail to Our Ammo
05:23

Now that our game is largely 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. 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 own 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
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Race Car Game
9 Lectures 37:16

A quick introduction and walk through of the Race Car game. There are lots of way to expand this game.

Preview 02:22

Build our initial layout for level 1, setup 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 cool 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 particles behavior 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 cool 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 the 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 setup, we need a finish line with an award. Our award leverages the physics behavior to create a cool 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 with us your designs.

Conclusion of Race Car game
01:01
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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, 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
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Fungus Adventure Game
17 Lectures 02:24:41

Let's test this bad-boy game out.

You can click the link below to play a live version yourself.

Does it look overwhelming to build? We'll cover it step-by-step. So don't leave now

Demo the Game
02:42

Our layout is huge, it is a complicated game after all. Never fear, we have you it broken down for you step-by-step.

This video will get your layout setup, background loaded and a cool template to use when laying out the blocks and enemies.

Download ALL the game assets in the attached zip file as well. It contains everything you'll need, plus a few extra enemies.

Layout: Setup the Layout
06:56

We need something to run across, this video will setup the ground and other barriers. Be creative, you don't need to follow the template exactly.

The artifacts are all in the zip file in the "Layout: Setup the Layout" lecture. Make sure you grab that.

Layout: Setup Background & Barrier Images
08:20

Our hero needs a name. Message me if you have any suggestions.

This lesson covers how and why we use a separate sprite for our hero called player. Hopefully I did a good job explaining why, but if not, feel free to let me know.

Hero: Create Hero/Player
14:59

When our hero dies, he needs to be respawned, we'll cover that in this lecture. What do you think about a checkpoint? Do you think you could create your own checkpoint system?

Hero: Add Layout Restart
05:59

Creating a break-block allows our hero to break the blocks only when he hits them from below. This is a cool feature and replicates an operation in the iconic Super Mario Brothers game.

Be creative, you don't need to follow the template of where the blocks go exactly. Maybe you could create a secret hidden spot or allow your user to run across the top of the layout.

Blocks: Create Blocks & Layout
08:04

If you are upset about explosions and breaking blocks, you might want to skip this video. Although then you won't have any sweet prizes to collect.

My prizes may be lame, you can use your own icons. Have fun exploring.

Blocks: Break Bricks & Spawn Prizes
14:26

Now that we can spawn a prize, let's go collect them! Or at least start to collect the. We won't add any special powers yet but we'll setup the events for later.

Blocks: Collect Prizes
03:57

Now has come the time for enemies...Bring it on mushrooms!

Our first lecture will cover the cool animation for our mushroom enemy. Do you have a cool name for our mushroom? Send me a message.

Enemies: Create Mushroom Enemy
04:42

Our mushroom enemy now has become self-aware, run for your lives!

Well, maybe not as self-aware as the Terminator but they are smart enough that you will probably die a few times trying to get past them.

Do you think you can improve the Artificial Intelligence logic? Send me your improvements.

Enemies: Add Artificial Intelligence
04:23

Those mushrooms are pretty smart but not smart enough. Let's fix that in this lecture.

Enemies: Create Boundary Block
07:53

Our spiky-turtle looks pretty cool but do you think anyone will jump on him? Let's add him anyway and see if we can replicate the logic from our mushroom.

Enemies: Create Turtle Enemy
05:31

Enemy and player collisions is where the game really starts to take shape. It's not any fun playing when there are no conciquencies for running into the enemy. This lecture will fix that, now you have to "try" to avoid or kill the enemy.

Enemies: Setup Collision
13:34

Money, money, money. You have to collect those coins! Not sure why, I never added any reward, maybe you want to add something else.

The coins should also fade away so you only have 5 seconds to grab them, any ideas on how to add that? Message me your solution, I'd love to hear from you.

Coins: Create Heads Up Display (HUD)
15:36

Our hero should have a gun and shoot things, right?

This lecture will cover adding a prize that allows our hero to shoot a gun. Don't like bullets, go ahead and use a different sprite. Maybe he shoots hearts instead. Make sure they are small otherwise they won't go far.

Prize: Create Gun Prize
14:15

What game would be complete without an invincibility prize?

This lecture will add the events to make our hero invincible when they collect the star. Sounds very complicated doesn't it? You may be surprised, watch how we do it.

Preview 05:49

Let's get out of here! One door and a few final tweaks should do the trick.

Do you have any modifications that we should have added? Send me a message!

This lecture wraps up our game, it was quite the adventure and I hope you came away with the sense of accomplishment and the drive to create your own platform game.

(Attached is a copy of the final game, no cheating though!)

Refinements: Add an Exit Door
07:35
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Balloon Pop Game (Touch Support for Tablets)
6 Lectures 28:41

We will setup our window and layout to be tablet friendly since this game will leverage the touch object instead of the mouse.

Define our nice blue sky background and then we will add the seven balloon animations, one for each color.

Setup the layout, add a background, and create our balloon's animations.
04:59

Using the bullet behavior, we will setup the events to spawn our balloons from the bottom of the screen so that they will float up the screen.

Add some variation by using random speeds for the balloons.

Add events to auto-spawn our balloon as random intervals
04:54

Using the touch object, we will allow users to pop the balloons by tapping the screen. This will also work with the mouse if you do not have a touch screen.

Define our events to pop the balloons
05:40

Create a variable to store our game score and display the score on the screen.

Also, display a message if the user misses a balloon and it floats off the screen.

Adding a score and "missed" logic
03:42

Add a timer to our game to create an urgency to reach a high score. Once the timer hits zero, display a "game over" message.

Create a game timer and "game over" logic
07:13

After the "game over" message is displayed, allow the user to restart their game and try again. Lots of other great options could be added to this game yourself.

Finalizing our game with some re-start logic
02:13
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Don't Drown
9 Lectures 35:52

Our Don't Drown game is a floppy stick-man that flops around the platform. You can apply forces to him using the keyboard, causing him to act like a rag doll.

Preview 01:02

Build a stick-man using five sprites. They will all get joints that will cause him to flop around like a rag doll.

Build our stick-man
06:57

In this video we will give our stick-man some joints so he can move around.

Add joints to our stick-man
04:59

Now that our stick-man has been created, we will apply a force to him using the keyboard.

Apply force to our stick-man so he can be nudged around
03:32

Our stick-man can move around the screen freely, let's add some platforms for him to stand on.

Build a platform for our stick-man to interact with
02:54

Next comes randomly falling crates to make his life more difficult.

Add a crate that dynamically falls and causes an obstacle
03:10

Our game needs a purpose, we will add stars for our stick-man to collect.

Add a star for our stick-man to collect
01:36

Add a few layers and create a HUD so our player knows how well they are doing.

Add layers with a HUD display
05:11

Polish our game and then we'll give a test! Feel free to expand and build multiple levels and more challenges.

Polish and test our game
06:31
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Conclusion!
1 Lecture 00:22

Well there you go, you have completed the entire course. Nicely done.

I will be adding additional game walk-through in the coming months. I would like to build an example platform game, like Super Mario Brothers.

If you have any questions or ideas for other video games, please let me know.

Thanks for taking this course, and good luck building your own games.

Thank You
00:22
About the Instructor
Mr. William Bushee
4.8 Average rating
25 Reviews
131 Students
1 Course
Blue Monkey Development

In 2014, I co-founded Code Bootcamp of South Dakota where we teach web development in a Bootcamp-style, 12-week program. We have run multiple boot camps and have branched out into other areas of education as well, including Gaming Bootcamps for middle school kids.

With over 20 years of development experience, my video courses will take kids of any age through easy to follow steps that they can follow at their own pace.