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THÔNG TIN TÀI LIỆU
Cấu trúc
Cover
Copyright
Credits
About the Author
About the Reviewer
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Our First Look at Construct
The first step: downloading and installing
Construct Classic
Time for action – getting Construct Classic up and running
Step two: creating a game project
Time for action – starting a game project
Creating the project
Changing the project details
Running the project
Step three: navigating the interface of Construct Classic
Time for action – clicking our way around Construct Classic
The layout editor
The properties box
The event editor
The animator box
The layers box
The final step: an introduction to objects
Time for action – creating some objects
Creating an object
Drawing the sprite
Changing the appearance of the sprite
Summary
Chapter 2: Hello World! Construct Style
Sprites revisited
Time for action – creating a player sprite
Creating new animations
Animation tags
Choosing the Collisions mode
Tiled backgrounds: defining the world
Time for action – make some tiled backgrounds
Attributes: telling Construct more about our objects
Time for action – adding attributes to our objects
Behaviors: teaching objects how to act
Time for action – getting our player moving
The behaviors
Setting controls
Variables: private and global
Time for action – giving our player a life
Textboxes: giving the player a heads-up
Time for action – showing our player their health and score
Events: setting the rules and goals of a game
Time for action – very eventful games
The sprites
Events
Conditions
Actions
Summary
Chapter 3: Adding the Challenge
Before we start
Reaching the goal
Time for action – making the game winnable
Overlapping versus collision
Set activated
Set animation
Avoid the hazards
Time for action – bestowing more challenges on a player
The death of a player
Resurrecting our player
Giving the player a game over
Putting some bad guys in
Time for action – adding an enemy and making him move
Direction of motion
Falling down
Turning around
Looking for a hit
Improving our interface
Time for action – creating a background for the GUI
Summary
Chapter 4: Making Noise
A game and its music
Time for action – add some music to our game
The start of layout condition
Playing the music file
Looping the music file
Modules of music
Time for action – play some mod music
The Is playing condition
Loading and playing the file
Sounds: describing the action
Time for action – adding sounds
Exporting our game
Time for action – exporting our game
A note on sharing our games
Summary
Chapter 5: Practical Physics
Creating physical objects
Time for action – creating our objects
The Global property
Aligning to a grid
Setting the Physics properties
The Timer behavior
Creating a custom physics collision mask
Event sheets and groups
Time for action – creating and using Event sheets and groups
Adding a physical force
Time for action – creating forces
Adding special pegs
Time for action – creating specialty pegs
The For loop
Set timescale
Portals: a way of getting from A to B
Time for action – teleporting the ball
Particle objects: creating a fireworks finale
Time for action – creating fireworks
Playing the sounds and music
Time for action – adding the sounds and music
Creating another level
Time for action – making another level
Meet the debugger
Time for action – looking through the debugger
Summary
Chapter 6: Custom Levels
The user friendly INI file
Time for action – create an INI file
INI groups
INI items
Loading levels
Time for action – load custom levels
Setting the INI file
Loading the level
Including the Game event sheet
The NextINI layout
The Game Over screen
Time for action – creating the Game Over layout
Making a level editor
Time for action – creating the objects
Time for action – loading and saving levels with events
Time for action – creating events for the interface
The edit region
The function object
Enabling and disabling groups
Writing to an INI file
Positioning the Cursor object to a grid
Placing portals
Summary
Chapter 7: Platformer Revisited, a 2D Shooter
Before we start
Multiplayer: getting your friends involved
Time for action – create the game assets and title screen
Time for action – design the level
Time for action – create player characters and conveyor
belt objects
Time for action – create the HUD objects
Time for action – create the main game events
Time for action – create the "Game Over" layout
Families
Containers
Multiplayer
Static scrolling
Shooting bullets
Time for action – adding some guns
Parallax: giving the impression of depth
Time for action – creating parallax scrolling
Lights and Shadows: illuminating the darkness
Time for action – using lights and shadow casters
Enemies with guns: slightly more challenging
Time for action – making some enemies
Manual collision detection
Basic AI
Spawning a gun
Summary
Chapter 8: I'm Throwing a Grenade!
Grenades – bouncing, timed explosives
Time for action – throwing grenades
Throwing the grenade
Bouncing the grenades
Explosions – big bright lights
Time for action – explosion flashes
Effects – distortions and other nice things
Time for action – adding some distortion
Pixel shaders
The effects used
Objects – completely blown away
Time for action – blast the robots away
Summary
Chapter 9: Our Final Moments
What we've learned
Chapter 1, the basics of the Construct Classic editor
Chapter 2, our first game, MyPlatformer
Chapter 3, adding enemies and a lives system
Chapter 4, playing sounds and music
Chapter 5, a physics game
Chapter 6, custom levels and level editors
Chapter 7, A sidescrolling shooter
Chapter 8, effects and physics interactions
Extending our games
MyPlatformer
BounceBall
SideShooter
Tips and tricks
Custom collision masks
Adding custom plugins
Adding custom effects
Using the Canvas object
Using the Minimap object
Using the Plasma object
Make backups often; make saves even more
Finding help
A note on Construct 2
Summary
Appendix: Pop Quiz Answers
Chapter 3: Adding the Challenge
Recap
Chapter 4: Making Noise
Sound and music
Chapter 5: Practical Physics
Physical games
Chapter 6: Custom Levels
INI file re-cap
Chapter 7: Platformer Revisited, a 2D Shooter
A shot in the dark
Chapter 8: I’m Throwing a Grenade!
Looking back on timers and effects
Index
Nội dung
[...]... just going to change the Creator and the Name boxes Go ahead and type your name into the Creator box and My Game into the Name box [8] Chapter 1 4 Now, we're going to test if the project works Click on the Project ribbon button (shown in the following screenshot), and then click on the Run All button underneath it to start your game: 5 We now have the pop-up window, which looks similar to the following... project For now, all we needed to know was how to change the name and the creator of the game, but later on, we'll be revisiting many of the properties shown in that list Running the project In this final step, we learned how to start our game up This step is fairly straightforward, but it is worth noting that another way to click on Run All is to click the small monitor icon next to the save icon Have a... that we've learned how to create blank projects, try it again to see if you can remember how to do it [ 10 ] Chapter 1 Step three: navigating the interface of Construct Classic Now that we have Construct Classic and a game project set up, we can explore all the areas of the Construct editor that we need to learn, to make games For now, we are going to have a glance around the editor Time for action –... editor This is the area that is used to create and modify the objects that make our games Most changes made here are directly visible when the game is run The properties box This box is used to modify the settings and values for most selectable items in Construct Classic We will be using it frequently to make games throughout the book The event editor In this area, we can create the rules for our games... learning to use Construct Classic, a free open source 2D game creator However, before we start making games, we'll need to know how to use the tool itself In this chapter, we shall: Download and install the latest version of Construct Classic Create a new game project Learn to navigate around the interface of Construct Classic Learn to work with objects So let's get on with it The first step:... It is also possible to resize these panels by holding the cursor over the edges of the boxes and clicking to drag their width The following screenshot shows these buttons with arrows: [ 11 ] Our First Look at Construct 2 Now click on the Event Sheet Editor tab to reach the view shown in the following screenshot Notice that the ribbon bar automatically switches to the Events tab to provide some quick... (downloaded automatically) 7 The installation should now be complete, and Construct Classic is ready to load! [6] Chapter 1 Step two: creating a game project Now that Construct is installed, we will learn how to make a game (Direct-X) project after we first launch it Creating a project is the first step in making any game in Construct, but for now, we will create one to set us up for learning to navigate... layout to place the sprite object [ 17 ] Our First Look at Construct 4 We are then shown an image editor for our sprite For now, we will make a simple square graphic as shown in the following screenshot To do this, click the paint bucket, choose a color, and then click an empty space in the graphic space [ 18 ] Chapter 1 5 Now, click the x button to return to the layout editor Click on Yes when asked to. .. but this is the starting point we will use to find our way around the interface of Construct Classic Click the x button to close the window [9] Our First Look at Construct What just happened? We've just learned how to create a blank game project file in Construct, give it a name, and run our entire game These steps will be used again each time we start a blank game project Creating the project While we... Template/Example, is a collection of starter projects and tutorials that can make creating games of certain genres easier The most playable template included is the Ghost Shooter tutorial, which includes a fully-working top-down shooter to start with In our case, however, we will be creating all of our games from scratch, so we can make all kinds of games from the ground up Changing the project details Although