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Learn Easy HTML5 Game Development in Construct 2

Learn Easy 2D Game Development in these Top Construct 2 Game Maker Tutorials
4.2 (9 ratings)
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456 students enrolled
Created by Richard Sneyd
Last updated 4/2016
English
$10 $40 75% off
19 hours left at this price!
30-Day Money-Back Guarantee
Includes:
  • 3 hours on-demand video
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What Will I Learn?
Develop Great 2D HTML5 Games
Publish HTML5 Games to Web, Mobile and Desktop Platforms and Devices
Create Game Logic Using Event Sheets Instead of Code
Create Parallax Background Effects
Create Physics Objects and Game Play
Detect and Respond to Game Events
Handle Collision Detection
Play Sound Effects and Music
Switch Between Levels
Implement Game Rules
View Curriculum
Requirements
  • The Free Version of Construct 2
Description

This course has been designed by industry and education experts to show you how to easily develop a 2D video game in HTML5 completely from scratch, without having to write a single line of code, by using the WYSIWYG game designer, Construct 2. Construct 2 is an extremely easy to use game maker, designed to make it possible for anyone to make a game, so if you are a beginner, artist, designer, hobbyist and student, you can learn how to build your own HTML5 games easily and quickly, without having to learn programming, or hire a programmer, by taking this course. Of all the 2D game creators and game engines available on the software market today, Construct 2 is without doubt one of the easiest and fasted for complete beginners to get started making their own games, and this online game development course, filled with 3 hours of professional HD quality training content, will show you how to use the great features that come with the C2 game engine to make your very own game ideas come to life before your eyes!

What You Will Learn

The majority of the course takes the format of a step by step tutorial, whereby you will be guided through the various stages of building a ‘run and gun’, platformer style game. I chose this genre as the development process to create such a game demo covers all of the basic tools, features and concepts which are most fundamental to HTML5 game development with Construct 2. This means that by the end of the course, you will have learned an amazing amount, such as:

  • How to import and configure backgrounds and sprites.
  • How to use layers for organizational purposes.
  • How to create Parallax scrolling effects using layer properties.
  • How to configure multiple frame based animations, and switch between them in-game.
  • How to create game logic and game mechanics without programming, using events and actions.
  • How to craft gameplay.
  • How to implement game rules
  • How to restart, or switch between layouts (game levels)
  • How to import simple NPCs (Non Player Characters)
  • How to import and play Sound Effects
  • How to import and play music
  • and much, much more...

By the end of this series of over 30 high quality Construct 2 video lessons – which is thought by a game development and game design training expert with over 10 years of game industry experience and 7 years of teaching experience – you will have gained all the fundamental skills and knowledge necessary to start making your own 2D video games! So there’s no longer any need to google things like ‘how to create a game’, or ‘create my own game’, or ‘how to make my own game’. You can start making 2d games right now, just click that 'Start Learning Now' button and you’ll be making computer games in no time at all!

Who is the target audience?
  • Beginners to game development, looking for the easiest way to get started.
  • Non programmers, such as hobbyists, artists, designers and students who want to make their own 2D games without programming.
  • HTML5 game developers, looking for a quicker way to develop their games.
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Curriculum For This Course
Expand All 35 Lectures Collapse All 35 Lectures 02:50:55
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Introduction
4 Lectures 14:11

In this lesson, we'll take a birds-eye view of the contents of the course, who it has been designed for and what you will take away from it.

Preview 04:09

In this lesson we'll take a birds-eye view of the Construct 2 game creation software, and see all the reasons why it really is the easiest and fastest game maker for HTML5 game development available today.

An Overview of the Construct 2 HTML5 Game Maker
04:32

Please follow these simple instructions to download and install Construct 2, so that you will be ready to follow along with the subsequent tutorials and lessons.

How to Download and Install Construct 2
01:00

Note: Please download the Project Files attached to this lesson. In this tutorial, we'll look more closely at the Construct 2 interface, and learn were all the major components and areas are located. By the end of this lesson, you will be confident enough to navigate a Construct 2 project.

Taking a Look at the Construct 2 Interface
04:30
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The Project: A Run and Shoot Platformer Game
5 Lectures 33:04

In this quick tutorial, we'll create the game project file, save it, and also configure some basic settings such as layout dimensions and game window size, so we're ready to start bringing in our game assets and creating some game logic!

Let's Start the Game Project
05:26

In this lesson we'll learn how to add background graphics to your game, and how to place them on separate layers to facilitate parallax scrolling effects.

Adding Background Graphics: Space Nebulae and Starscapes
06:38

In this lesson, we'll use a special technique to create infinitely scalable and reusable terrain (ground) for our game from just 3 sprite tiled background objects. It's easy to do, and by the end of this tutorial you'll  have mastered the process.

Adding Reusable Terrain Objects
05:20

In this lesson, we add our Player Character to the game as an animated sprite object, in preparation for programming it's behavior in the event sheet in future lessons.

Adding the Player Character
03:20

In this lesson, we'll learn a great technique for adding collision boxes to our game. These are useful for creating impassable regions in a level over, for instance, sprites or tiled backgrounds which do not have their own collision shapes.

Adding Collision Boxes
12:20
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Creating Logic: Events and Actions
2 Lectures 09:20

In this lesson, we'll learn how to move the player character around our layout using the keyboard object to accept and react to keyboard input.

Preview 04:53

In this video, we'll learn how to make the camera follow the player horizontally, as he moves across the screen, using the event sheet. We'll also see a method for creating a simple expression which will offset the position of the camera horizontally, on the X axis.

Making the Camera Follow the Player Character
04:27

Basic Concepts 1
1 question
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Working with Sprite Animations
2 Lectures 05:10

In this lesson, we'll learn how to work with multiple, frame based animations, including some really handy tricks for creating multiple, separate animations from just one original sprite sheet.

Configuring Multiple Animations
01:56

In this lesson, we'll learn how to use events in the event sheet to switch between the different animations we set up in the previous video, based on the current state (moving right, moving left, jumping or standing still).

State Management: Switching Animations
03:14
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Building Core Game Mechanics
6 Lectures 32:54

In this lesson, we will using the Pin behavior to make the Gun sprite re-position itself relative to the movement of the Player Character. The next lesson will handle the rotation of the Gun sprite.

Preview 03:17

In this lesson, we'll use the Mouse Object and an event to control the rotation of the gun sprite, and make it point towards the position of the mouse on screen.

Rotate the Gun to Look at the Mouse
01:34

In this lesson, we'll use an event related to the mouse object to trigger an action by which we will spawn a projectile sprite on the screen at a special position relative to the current rotation of the gun sprite, referenced by an Image Point which we create.

Firing Projectiles - Using Image Points
06:36

In this lesson, we'll use the bullet behavior to make the projectile sprite move, like a bullet, when it is spawned into the level.

The Bullet Behavior
02:24

In this lesson, we'll import some sprites which we will use as platforms, and then we'll assign collision polygons to them, so that the Player Character we be able to walk on them without falling through.

Platforms and Collision Shapes
11:18

All games require some form of conflict, an element of challenge, to be enjoyable and engaging for the players. In this tutorial, we'll add some falling boulders as obstacles which must be avoided by the player.

Adding Obstacles: Falling Boulders
07:45

Basic Concepts 2
1 question
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Adding Game Rules and Conflict
7 Lectures 42:06

In this lesson, we'll implement a simple game rule: If the player character is struck by a falling object, he dies, and the player must restart the level to try again.

Preview 03:14

In this lesson, we'll ad our first NPC (Non-PLayer Character) to the game. In the next lesson, we'll create some logic to control his behavior towards the Player Character.

Adding an Enemy NPC
04:35

In this lesson, we will create an event with a special condition to measure distance, which will control when the enemy NPC fires projectiles toward the Player Character.

Making the Enemy Shoot Laser Blasts
11:36

In this lesson, we'll introduce 'homing missile' functionality by making the enemy's projectile rotate and move towards the player like a heat seeking missile.

Homing Missiles - Seeking Functionality
09:14

In this lesson, we'll implement logic to handle collisions between the projectiles the Player Character is shooting, and the Rockets which are being shot by the Enemy NPCs.

Shooting Missiles Out of the Sky
03:05

The design is an iterative process, and it is common in the life-cycle of a project that you may decide to change the look of a game object. In this lesson, you'll learn how to update the animations for a sprite in your game.

Upgrating a Sprites Graphics
01:33

In this lesson, we'll implement two of the most important rules in the game -- the Player Character dies when shot by the enemy, and the enemy dies when shot by the Player Character.

Game Rules - Die When Shot
08:49

Intermediate Concepts
1 question
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Audio - SFX and Music
4 Lectures 14:54

In this lesson, I'll show you how to import basic sound effects and trigger then with events and actions.

Laser Sound Effect
03:47

In this lesson, you will learn how to use looping sound effects.

Looping Sound Effects
03:10

In this lesson, we'll finish off our work on sound effects for the game.

Explosion and Collision SFX
05:05

In this lesson, you'll learn how to import and play music in your games.

Playing Music
02:52
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Adding Polish - Effects
1 Lecture 05:51

In this lesson, I'll be showing you how to create a particle effect, make it follow the player character to visually represent the thrust from the jetpack as it moves, and how to effectively switch it on and off using events and actions.

Particle Effects
05:51
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Graphical User Interace (GUI)
2 Lectures 08:14

In this lesson, we'll create and configure a new layout which will function as the Start Menu for our game.

Start Menu Layout
03:28

In this lesson, I'll teach you how to create clickable buttons in Construct 2, and how to transition from one layout to another.

Clickable Buttons and Layout Transitions
04:46
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Heads Up Display (HUD)
2 Lectures 05:11

In this lesson, we'll import an animated crosshair, and make it follow the position of the mouse on the game screen.

Adding A Custom Cursor - The Crosshair
03:06

In our final lesson, we'll learn how to hide the default mouse cursor's sprite using events and actions.

Hiding the Mouse Cursor
02:05
About the Instructor
4.3 Average rating
178 Reviews
7,119 Students
8 Courses
Game Design Lecturer, Founder & CEO of CyberMyth Games

Richard Sneyd (1st Class B.A Hons.) is founder and CEO of CyberMyth Games, and administrator of CMG Academy, the no. 1 source of professional quality online training for digital art, development and design courses. In the performance of his duties within the company, he must wear many hats, including that of a programmer, designer, digital 2D & 3D artist, sound designer, scriptwriter, texture artist, leader, marketer and business man.

He is also a fully registered, qualified, and highly experienced lecturer. His speciality subjects include 3D Modelling & Animation, Computer Game Programming, 2D Image Processing, Game Design, Desktop Audio, Psychology, Consumer Behavior, Human Resources & Business Management.

Richard is enthusiastic about his work, with students and colleagues noting that he is a highly dedicated and accomplished teacher. All of his courses are characterized by a steady, incremental flow of information, and a lucid teaching style which is easy to understand and follow for all.

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