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:
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!
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
In this lesson, I'll show you how to import basic sound effects and trigger then with events and actions.
In this lesson, you will learn how to use looping sound effects.
In this lesson, we'll finish off our work on sound effects for the game.
In this lesson, you'll learn how to import and play music in your games.
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.
In this lesson, we'll create and configure a new layout which will function as the Start Menu for our game.
In this lesson, I'll teach you how to create clickable buttons in Construct 2, and how to transition from one layout to another.
In this lesson, we'll import an animated crosshair, and make it follow the position of the mouse on the game screen.
In our final lesson, we'll learn how to hide the default mouse cursor's sprite using events and actions.
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.