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.
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.
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.
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.
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!
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. 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.
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.
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 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.
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 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.
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!
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.
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.
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!
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!
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, 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?
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
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?
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.
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.
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.
Discover how to build the layout and events for our blocks game.
Walk-through part two will complete the basics of our blocks game.
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.
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 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.
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 once will not work, we'll add an additional 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 complex and you want, we'll build 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 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.
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.
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 own 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 walk through of the Race Car game. There are lots of way to expand this game.
Build our initial layout for level 1, setup our road tiles, and explain how the car behavior works.
Our background is also our road boundary. This is cool 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 particles behavior 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 cool 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 the each level to the next.
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.
And now we have completed another game! Lots of great ways to expand this game. Share with us your designs.
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, we'll add a bomb that will remove points if it is sliced.
A quick review of our Exploding Presents.
A complete walk through of enemy artificial intelligence using the pathfining 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 our us around the layout.
Wrap up our enemy AI using 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!)
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.
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.
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.
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.
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.
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.
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.
Build a stick-man using five sprites. They will all get joints that will cause him to flop around like a rag doll.
In this video we will give our stick-man some joints so he can move around.
Now that our stick-man has been created, we will apply a force to him using the keyboard.
Our stick-man can move around the screen freely, let's add some platforms for him to stand on.
Next comes randomly falling crates to make his life more difficult.
Our game needs a purpose, we will add stars for our stick-man to collect.
Add a few layers and create a HUD so our player knows how well they are doing.
Polish our game and then we'll give a test! Feel free to expand and build multiple levels and more challenges.
We start with a complete walk through of the final game. Each level is progressively more difficult until we reach the boss level. Even though I make it look easy, it is quite difficult to complete without dying.
This game uses a large image as template to layout level 1. If you are having issues with the template, there is another lesson that will demonstrate how to use the sliced images instead.
Our hero will need something to walk on, layout the ground throughout all of level 1, including the upper level.
All games new a hero, our is a boy in a bunny costume. This lesson will get our hero moving around the screen using the platform behavior.
Now that we have a hero, we need to setup all of his animations so he will look like a real game hero.
It is inevitable that we'll die, let's make sure our hero will respawn.
On the upper level of our game we need some jumpthru blocks. We also need a spring board to get us up to that top level.
Our game needs some enemies. Level 1 will only have a bird enemy, which is also going to be easy to kill.
Like all heroes, our needs the ability to shoot their enemies. Let's have him shoot carrots, since he's a bunny.
Our hero should not have unlimited carrots to shoot, let's add a gem that he needs to collect in order to shoot carrots.
During this lesson, we will add a heads-up-display or HUD. This will be used to track our carrot count as well as our lives.
Our hero is not invisible, let's keep track of our lives so that the player cannot play forever.
This concludes level 1, we'll add a door to take us to level 2 for more adventures.
Similar to level 1, we will use a large image template to layout level 2.
Our game needs more enemies, ones that are more complicated to kill. Let's add a boar that can only be shot with the carrot.
I think we need another enemy, let's add a cute teddy bear who has a sword. Like our boar, he can only be killed with a carrot.
Our level 2 needs a HUD display as well, this lesson will add the components from level 1.
Our hero needs more ammo, let's add a carrot that will give him more carrots to fight with.
A quick walk through of level 2 to review how far we have come.
Now we need a boss-level! Level 3 is ready to be completed.
What boss level would be complete without a boss? Let's add ours.
Like all good bosses, ours will be difficult to kill and requires a little skill.
Wow, that was a lot of fun! We complete this game in record time and it was a lot of fun to build. Feel free to expand it with your own creativity.
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.