Learn Construct 2: Creating an Action Platformer in HTML5!
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Learn Construct 2: Creating an Action Platformer in HTML5!

Construct 2: Learn the ways of making your own action platformer by shooting guns, killing enemies and jumping walls!
4.4 (33 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.
1,308 students enrolled
Created by Jeremy Alexander
Last updated 8/2015
English
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Includes:
  • 2.5 hours on-demand video
  • 5 Articles
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Learn and see how to make an action platformer game in Construct 2
  • See how to make any kind of game and apply action platformer principles
  • Know the ins and outs of Construct 2 even if you have never used the software before!
  • Know how to go forward finishing your game prototype
  • See that you can know very little about programming and actually make a finished prototype
  • Know the right way to use tilemaps
  • Learn how to make basic enemy AI state engine
  • Learn how to make an intuitive shooting engine
  • Learn how functions are used in Construct 2 and how we can use them to our advantage
  • Learn how to place nested logic correctly
  • Know how to program without having to actually write code
View Curriculum
Requirements
  • You'll need at least the free version of Construct 2!
  • No experience or knowledge is required but an understand of logic is helpful!
Description

How to make an "action platformer" in Construct 2!

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What is the course about?

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This is THE course to make a Construct 2 prototype. If you have ever wanted to start making your own 'action platformer' game here is your chance. Action platformers are fast paced run and shoot games. They are also open to your imagination - you can literally take ANY action platformer game and make it a western, sci-fi, fantasy, modern day shooter - ANY genre you can think of, you can make an action platformer - the sky is the limit!

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What material is included?

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In the beginning of the course you have access to all of the assets used (art, animations, SFX) so you can make the same game along with me. At the end of the lecture I have provided the .CAPX file for you to use and learn from!

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What does this course include?

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  • Keyboard Controls
  • Wall Jump
  • Shooting: Different types of bullets, motion and spacing(rate of fire)
  • Tilemap Level Design
  • Functions
  • Player Knockback
  • Impact effects
  • Bullet Shells
  • Simple HUD
  • Ammo pickups
  • Smooth Camera
  • In-game collision/show objects debugger
  • Screenshake
  • Enemy AI (State engine)
  • Muzzle Flash
  • All assets are free to use for commercial use.
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The course is always being updated as is the game engine we are making!

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Why take this course?

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The lectures in this course are tidbits that are scattered across the web. You won't be able to find all of this information in one place. Not only do I teach you how to make your own action platformer but you can also dissect the engine I made in the course and make it your own. Hows that for a jumpstart? Learning these techniques and subsequent 'game feel mechanics', will be ALL that you ever need to make your own game. Whether the genre of game, these mechanics are universal and sought after.

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Is this course right for me?

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This course might not be right for you if you are not a fan of retro/arcade platformer games! It is a specific type of game and definitely more fast paced then your average platformer. I believe anyone can learn Construct 2 and no matter how you learn it is a great program to start with.

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How long will this course take to complete?

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At the moment, the course runs over two hours! After that as much time as you need to make your own game!

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How is this course structured?

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I've structured this course to cut out all of the fluff and dive in! I explain why things are happening as we go along and try to recap every other video or so just as a reminder! You will have learned how to use this software by the end of this course.

Who is the target audience?
  • Anyone who wants to make a game with Construct 2
  • Anyone who wants to learn more about Construct 2
  • Anyone from any country, age, ability who has always wanted to make a video game
  • Anyone who wants to make an action game with cool shooting and enemies
Students Who Viewed This Course Also Viewed
Curriculum For This Course
Expand All 32 Lectures Collapse All 32 Lectures 02:35:56
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Introduction
2 Lectures 01:38

In this lecture we are showcasing the end result of what we will be making!

Preview 00:45

Seriously, why listen to me? I hope to keep a very open line of communication! Please message me with any questions!

Who am I? Why make this course?
00:53
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Setting up our engine layout
4 Lectures 19:25

In this lecture we will be setting up our game file and importing sounds!

Preview 04:39

In this lecture we are importing our art and animations, setting our collisions, cropping our images and snapping our player to the bottom of the grid!

Adding: Art and animations
06:25

In this lecture we go over how to add our tilemap! After this lecture you can actually DESIGN your very own awesome level.

Adding: Tilemaps
07:41

Everything from this section put into a quiz! Sounds, tilemaps, art and animation!

Layout Quiz
3 questions

Congratulations!
00:40
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Programming our engine!
13 Lectures 01:23:52

In this lecture we are adding some smooth camera movement and the start of our main character behavior!

Programming: Camera & player behavior
07:45

In this lecture we are continuing with our main character and adding our custom player movement!

Preview 06:56

In this lecture we are making our game feel nice by adding some wall jump to our player!

Preview 09:13

In this lecture we are embarking on our player dynamically shooting. This is 1/3 and the meat and potatoes of our course. We will be making rate of fire, bullet types and other features!

Preview 08:21

In this lecture we are continuing our player dynamically shooting. This is 2/3 in how to shoot bullets!

Programming: Shooting bullets Part 2
06:44

In this lecture we are finshing our player dynamically shooting. By the end of this lecture our action platformer will start to shape up!

Programming: Shooting bullets Part 3
05:52

In this lecture we are adding some screenshake and knockback to our game to make it feel more like an action platformer!

Programming: Screenshake & Player Knockback
04:59

In this lecture we are starting to program our basic AI so we can actually have something to shoot!

Preview 07:03

In this lecture we finish programming our enemy AI so we can interact with our world!

Programming: Enemy AI Cont.
07:16

In this lecture we start to wrap up our engine (for now) by adding an end game!

Programming: Tweaks
03:09

In this lecture we create a new bullet type that we can forever expand!

Programming: Adding a new bullet type
07:41

In this lecture we finalize our game, add a debugger and tweak a few more things!

Programming: Tweaks Pt. 2
07:48

This quiz is going to go over some basic reminders of what we just covered as you were making your action platformer game!

Programming Quiz
5 questions

Congratulations!
01:05
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Conclusion + Bonus
3 Lectures 03:33

Playing our game and things to keep in mind!

- Post on the discussion for bugs, future lectures and new bullet types!

- Post your game!

- Stay in touch!!

More lectures!?
02:50

Upload your .capx!
00:17

Other things to implement!
00:25
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Updates!
10 Lectures 47:44

In this lecture we quickly import our player sprite from a sprite strip. I had originally thought this was only available to pro users but to my surprise, it wasn't!

BONUS: Import from spritestrip
01:30

In this lecture we redo and improve our screenshake function!

BONUS: Improving the screenshake function
02:39

In this lecture update we are adding our muzzle flash for when our player shoots! The muzzle flash tricks the eye into thinking the gun has more impact then it actually does. It's a great effect!

Preview 03:01

In this lecture update I show you how you can take your groups and split them up into separate event sheets.

BONUS: Splitting up our event sheets
02:16

BONUS: Creating a new layout
09:21

In this lecture update we discuss:

  • Removing our old camera code and replacing new ones
  • How to make our animation run smoother
  • Fix our old camera glitch!
BONUS: Improving our camera
04:08

In this lecture update we discuss:

  • How impact effects help our game feel
  • Adding bullet impact effects
  • Adding enemy impact animations
BONUS: Adding impact effects
06:32

In this lecture update we discuss:

  • How to add bullet shells
  • Why bullet shells add a better overall game feel
BONUS: Adding bullet shells
05:34

In this lecture update we discuss:

  • How to add a simple HUD
  • Track our health and num_ammo
BONUS: Adding a HUD
03:39

In this lecture update we discuss:

  • How to add ammo
  • How to add dynamic ammo pickups
BONUS: Adding ammo pickups
09:04

Finding out some student feedback! What you liked about the course and what worked!

YOUR FEEDBACK | Quiz
4 questions
About the Instructor
Jeremy Alexander
4.4 Average rating
680 Reviews
15,084 Students
10 Courses
Construct 2 Game Developer // Web Developer // Animator

Jeremy Alexander is an online entrepreneur with experience in game development, full stack web design and Animation. Since 2015, Jeremy has gathered a following due to his unique teaching style and superior customer support. With his success, he has launched his own rapidly growing YouTube channel, Jerementor!

Why does he do this?

Having made his own website using Geocities in 2004, Jeremy developed a knack for all things computer related. After having freelanced in High School, it wasn’t until college that he realized - traditional education was failing him. He knew how to learn, becoming self-proficient in many programs and languages, but the typical classroom setting never clicked. Then, one hot summer day in June of 2015, it all came together. After deciding not to continue pursuing a BFA in Animation, Jeremy started teaching with his own skills and determination. His number one goal has always been to provide the learning experience he wished he had in a traditional setting. He has succeeded.

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