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What this book covers

Chapter 1, Downloading and Understanding Construct 2, introduces you to Construct 2. This chapter will make you familiar with the interface and terms that Construct 2 uses, as well as give you a quick overview of the event system.

Chapter 2, Creating Your First Game Design, will teach you what you need to know about game designing. We will start with the definition of a game, make challenges and rewards, and finally move on to create our game design document.

Chapter 3, Creating Diverse Player Experiences with a Flappy Bird Clone, will examine what makes Flappy Bird addictive and how we can attempt to make a similar experience. We will use a technique called procedural generation to create random objects.

Chapter 4, Making a Breakout Clone, will teach you how to modify gameplay elements. We will use instance variables to modify the state of game objects.

Chapter 5, Making a Platformer Game, will teach you about the physics engine inside Construct 2, how it behaves, and how you can use it to incorporate physics in your game objects.

Chapter 6, Creating a Space-shooter Game, will teach you how Construct 2 stores data locally and how to read this data in a game. In this chapter, we will create a leaderboard in our game to demonstrate it.

Chapter 7, Making a Battle Tank Game, will teach you about the basics of AI and how to make an enemy object with its own AI. We will make an AI that makes the enemies shoot at the player when they see the player.

Chapter 8, Debugging Your Game, will teach you about events that usually cause bugs and how to avoid them. Alongside this, we will use debugging features inside Construct 2.

Chapter 9, Mastering the Best Practices, will teach you about the best practices in game development in general and in Construct 2, revealing some techniques that developers use to make their game in an efficient way.

Chapter 10, Publishing Your Game, will teach you how to export your game to the Web, desktop, and mobile platforms.

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