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Create a mobile-friendly Angry Birds style game in Construct 3.

Create a mobile-friendly Angry Birds style game in Construct 3.

  • English
  • Game Development
  • GameDevGameDev
  • (3983)
  • Project length: 9h 51m

Physics are an incredibly fun element to play with in game development, there are many examples of great games using physics behaviors as their main mechanics. Construct has a very powerful 2D physics behavior powered by Box2D. We are going to understand the concepts of the Physics behavior and learn how to use them to create a game like Angry Birds. On the other hand, since nowadays people also play web games on their mobile devices it is important to learn how to make your games mobile friendly, so your players can enjoy them no matter what platform are they playing on

Overview

How to create Job Borad

Introduction

In this tutorial series, you will learn how to use the Physics behavior in Construct 3 to create an Angry birds - like game, but you will also learn what features and considerations you should include in your game to make it mobile friendly.

What are the requirements?

  • Construct 3 License.
  • Internet connection.
  • Project Assets.

What is the target audience?

  • Non-programmer game developers.
  • Game designers.
  • Construct Engine users.
  • Web game Developers.
  • Anyone who wants to make games and has no coding knowledge.

Project Outline

Session 1: Setting up the project.

We are going to talk about the basic considerations to set up your project according to the kind of game that you want to create, and you will learn to set up your project for a mobile-friendly game.

  • Resolution.
  • Supporting multiple screen sizes.
  • Touch controls.
  • Getting the assets.

Session 2 Part A: Introduction to physics in Construct 3.

In this session, I will explain to you the basic concepts to take in considerations when working with physics in Construct, we are going to take a look into the physics behavior and its main elements.

  • Physics behavior
  • Gravity
  • Collisions
  • Density
  • Friction
  • Elasticity
  • Linear Damping
  • Angular damping

Session 2 Part B: Introduction to physics in Construct 3.

In this session, I will explain to you the basic concepts to take in considerations when working with physics in Construct, we are going to take a look into the physics behavior and its main elements.

  • Forces
  • Impulses
  • Joints
  • Performance
  • Stability
  • Combining physics with other behaviors and elements.

Session 3: Creating the catapult mechanic.

Now we are going to use what we learned about physics in construct to create the main mechanic: A catapult system able to shoot projectiles with a ballistic trajectory.

Session 4: Creating the mechanics and physics for the structures and enemies.

We can shoot our catapult now, but we need something to hit to make our game fun. In this session, we are going to create structures and enemies for the player to hit.

  • Creating the structures
  • Creating the enemies
  • Creating the mechanic for the enemies to be destroyed.

Session 5: Setting up touch controls.

The main mechanic of the game is done. Now you will learn how to create touch controllers for when someone plays the game in a mobile device. You will also learn how to detect if the de game is being played on a mobile device (i.e touchscreen), so you can activate these touch controllers and display any UI elements only necessary for such devices.

  • Creating the touch controllers
  • Detecting input method.
  • Activating the proper controllers and UI elements.
  • Testing the game on a mobile device

Session 6: Creating a new kind of projectile.

It’s always a good idea to find ways to twist the game mechanics a little bit so the game doesn’t get repetitive. In this case, we are going to create another kind of projectile for the player to use.

  • Designing the new projectile.
  • Creating a behavior for the new projectile.

Session 7: Creating the first level.

Basic mechanics are ready, it’s time to create our first real level for the game.

  • Deciding how the level should be and why.
  • Creating the level.

Session 8: Creating a scoring system.

Now we need to create a system to tell the players how they did on the level. Did they beat the level? How good they were? How can you show this to the players?

  • Deciding how points are scored.
  • Creating a 3 stars scoring system.
  • Creating the UI elements to show the players their score after finishing a level.

Session 9: Creating a personalized loading screen

The loader layout is the scene where all game assets are loaded, by default the engine shows a branded loader layout with a progress bar. You will learn about the different loader layout options and how to create your own custom loader layout.

  • Loader layout options.
  • Creating a custom loader layout.

Session 10: Creating the main menu.

Our game is almost finished, but we need to give the player a way to navigate and choose a level among the different levels that we may create in the future.

  • Creating the main menu.
  • Accessing different levels from the menu.
  • Going back from the levels to the menu.

Tools:

  • Construct 3.

Created by Camilo Torres

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