
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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!
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!
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 are not something that students should be afraid of, and this lecture covers some tips and tricks to getting around the events screen quickly.
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.
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?
This lesson uses Construct 3 to build a complete Platform game with elevators, coins, multiple levels, and even a reward at the end.
Create a level in Construct 3 using tiled backgrounds, ground, walls, and spikes with platform behavior for smooth hero movement, including keyboard control, camera follow, and restart on death.
Adjust z-order to place the background behind objects, add an elevator with sine motion, and coins with explosions; duplicate layouts to create multiple levels and a portal to advance.
Build a maze game where a yellow blob hero collects coins, avoids obstacles, encounters a secret door, and shoots enemies to make them explode on the way to the exit.
Create a hero, build an initial maze, enable eight-direction movement with a following camera, and make walls solid to craft a functional maze shooter in Construct 2.
Master event sheets to craft interactive gameplay, including coins, enemies, bullets, a finish door, and win messages through collisions, spawning, and destruction.
Create explosions with particle effects for coins and enemies, add a second level and a hidden passage, and implement treasures like coin chests for an engaging maze game.
Import internet images into Construct 2 and 3, remove backgrounds with set transparent and tolerance, crop whitespace, adjust image points, and resize sprites for your game.
Learn how to import internet images into construct 3, crop whitespace, rotate sprites 90 degrees, and adjust image points to keep tanks and enemies firing correctly.
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.
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?
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.
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.
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.
Discover how to build the layout and events for our blocks game.
Walk-through part two will complete the basics of our blocks game.
Build games with construct, using physics objects and growing circle that moves items and creates explosions; adjust platform size and immovable blocks to guide the prize to hit the platform.
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.
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.
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.
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 once will not work, we'll add an event to reload the canon after the first shot and be ready to fire again.
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.
Anything that gets hit better explode! We'll add an explosion to our prize when it hits the ground.
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.
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.
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.
Adjust our "win" condition so we can proceed from one level to the next.
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.
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.
Wrap up our Bad Birds game by adding additional levels and creating a final "win" screen.
A quick introduction and walkthrough of the Race Car game. There are lots of ways to expand this game.
Build our initial layout for level 1, set up our road tiles, and explain how the car behavior works.
Our background is also our road boundary. This is a neat trick on how to build a track that the car cannot leave.
Add the car sprite and setup the proper behaviors.
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.
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.
Add multiple levels, each one getting more complicated. We'll add a sprite to take the player from each level to the next.
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.
And now, we have completed another game! Lots of great ways to expand this game. Share your designs with us.
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.
Getting start with our background and sprites.
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.
We'll use the mouse to slice our presents to cause them to explode.
Using a simple trick, we'll keep track of the number of presents that are exploded.
Not everything should be sliced, and we'll add a bomb that will remove points if it is sliced.
A quick review of our Exploding Presents.
A complete walkthrough of enemy artificial intelligence using the pathfinding behavior. This behavior can be used to build many challenging video games.
Start with a background, hero, and enemy sprites. Add their behaviors and do the initial game setup.
Add the events so that our enemy will chase our hero around the screen.
Create obstacles for hero and enemies to navigate around.
Randomly spawn coins anywhere on the layout for our hero to collect.
Randomly spawn up to 5 enemies anywhere on the layout. Each will chase our hero around.
Allow our hero to shoot the enemies as they chase us around the layout.
Wrap up our enemy AI using a pathfinding game. Many cool things can still be added.
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
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.
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.
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.
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?
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.
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.
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.
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.
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.
Those mushrooms are pretty smart but not smart enough. Let's fix that in this lecture.
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.
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.
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.
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.
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.
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!)
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.