Non-Construct2 useful resources?

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  • I didn't know how to phrase the title, but what I'm asking for is simple. What have you guys read / learned in order to get better with Construct 2, aside from C2-specific tutorials?

    This can be related to math, game design or programming in general. Maybe understanding general concepts or the logic of video-games. The question is large, but if we get some useful resources going, I might edit this post and make a nice list. So, books, online resources, tutorials, videos that will help you make better C2 games... without being *about* C2.

    I'll start.

    Level design primer series. A very nice and interactive level design resource for platformer games.

    In-Depth Game design resource (warning : lots of content)

    Game design tips from Edmund McMillen

    I've also read "Rules of Play : Game design fundamentals" which can get a little bit too academic, but I like the tone. Some people hate it, though.

    Personally, I'm currently interested in level design and game balancing. Game design as a whole is a big subject and I like learning it by practicing, playing games and reading it on my spare time. What about you? What have you read? What can you recommend to the C2 community?

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  • The best for me was/is reading other peoples problems in the "how do I" section, especially problems similair to mine. In the beginning I quickly noticed a couple of highly experienced community members regularly offering help, and when searching for my problems, I kept an eye on their suggestions/solutions and tried to understand their insight.

    Hands on practice with these sort of situations are the fastest learning experience for me there is.

  • I do that a lot too, and when I can, I help people. It helps me "practice" even if it doesn't apply to a project I'm working on.

  • Here are my suggestions

    http://www.sosmath.com/trig/trig.html

    trigonetry is your master math skils to handle position of any object compared to another. Even though C2 has a lot of great tools. Knowing this even on a basic level will put you leaps ahead of those who don't.

    http://www.cplusplus.com/doc/tutorial/

    C++ or any tutorial set based on any programming language.

    These are just internet grabs, any source will be helpful.

    know these two basic principles will launch leaps and bounds higher than muddling your way through <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> good fortune and great question <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • A video rather than a book but essential viewing for anyone considering making their own games.

    Sequelitis Mega Man Classic vs. Mega Man X

    Subscribe to Construct videos now

    Warning does contain swearing..

  • To be honest, I've learned a lot from C2, by thinking "how I would do this If I were to do so" about the behaviors.

    Other than that, I was once a student on Sciences and technics of laboratory, mostly based on physics, and later more into how human can perform and transform things with devices, that leaded to how objects react to gravit, how fluid works, etc.. and also computer related stuff (like how do I control a devices ith a command, via a graphic based language)

    So C2 wasn't really a problem since I've already had to understand the logics behind this concepts:

    -Why coding the same y is good, not only for myself

    -Why comments are great

    -How the world works, more like how to find ways to interpret how it works

    -What a computer understand, and how it translate things (the float-rounding errors? yeah, that too)

    -Also some experience with a graphic-based language so I haven't any misjudgement about that too.

    C2 helped me to understand how games truly works.

    At the end, try to understand what you need to do a game, and what tools are at your disposal to help you, because I will never say it enough: keep it simple to read and understand, every coding language offers tools that can help you, you can even create your own, see what you need, then if it is present, or if you can do it, if so, try it (without things that doesn't makes sense if possible).

    Exemple:

    What do I need to apply gravity like earth?

    -to move an object at a direction

    -to increase this movement in a regular way (gravity is a constant acceleration)

    -To stop my movement when there is something on my way.

    So how do I know if there is something on my way? (etc..)

    at the end (and also for tl;dr ones): making a game isn't about coding, it is about translating an information to the computer, but most people I help sometimes want to do this directly, It is more like:

    What I want -> What logics behind -> translations of the logics -> Optimisations & Standarisation so it can be used easily in the future.

    EDIT: going a little offtopic, but I think it is still a good way to process for every tool

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