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
Step three: navigating the interface of Construct Classic
Time for action — clicking our way around Construct Classic
The final step: an introduction to objects
Time for action — creating some objects
Time for action — creating a player sprite
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
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
Time for action — making the game winnable
Time for action — bestowing more challenges on a player
Time for action — adding an enemy and making him move
Time for action — creating a background for the GUI
Time for action — add some music to our game
Time for action — play some mod music
Time for action — adding sounds
Time for action — exporting our game
Time for action — creating our objects
Time for action — creating and using Event sheets and groups
Time for action — creating forces
Time for action — creating specialty pegs
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
Time for action — adding the sounds and music
Time for action — making another level
Time for action — looking through the debugger
Time for action — creating an INI file
Time for action — load custom levels
Time for action — creating the Game Over layout
Time for action — creating the objects
Time for action — loading and saving levels with events
Time for action — creating events for the interface
Platformer Revisited, a 2D Shooter
Multiplayer: getting your friends involved
Time for action — creating the game assets and title screen
Time for action — designing the level
Time for action — creating player characters and conveyor belt objects
Time for action — creating the HUD objects
Time for action — creating the main game events
Time for action — creating the Game Over layout
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
Grenades — bouncing, timed explosives
Time for action — throwing grenades
Explosions — big bright lights
Time for action — explosion flashes
Effects — distortions and other nice things
Time for action — adding some distortion
Objects — completely blown away