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Building Bump & Jump-to-Capture Browser Games

Codeless Game Construction Using Construct2 and Construct3

This is a single chapter from the Construct Starter Kit Collection. This chapter leads you through game development for Bump and Jump to Capture game mechanics. This self-contained tutorial uses both the Construct v3 and v2. It's perfect for novices, experienced web developers, and anyone creating browser games using their bespoke artwork.

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About

About

About the Book

Discover how to create online "Bump & Jump to Capture" games using this chapter's project management methods from the Construct Game Starter Kit Collection workshop series. When you finish this course, you will have a production pipeline to create thousands of "Bump & Jump to Capture" (i.e.: checkers, draughts, and chess-style variants) games as your imagination can dream of! (The workbook provides game prototypes that can easily include new artwork.)

You'll also get download samples, templates, prototypes, and source code references on how to do everything in this game design workbook, so you can copy and paste these samples into your productions and then modify those resources for your purposes. General Game Licenses are included in the purchased book for several games. These games support 11 languages.

I want to guide you in creating several styles of "Jump To Capture" games such as "Checkers" (aka Draughts"), "Chinese Checkers" and "Bump To Capture" games such as chess! We will use the game mechanics, display mechanisms, and development methods discussed in the Construct Game Workshop. By the end of this tutorial, you should have several fully functional and similar games using your bespoke gaming assets. A supporting website lets you download the additional bonus content included with your workbook purchase.  

This extraordinarily comprehensive workshop course will teach you how to: 

  • Use either Construct Gaming Framework v2 or v3 to create chess and checker (aka Draughts) variant games with an "Artificial Intelligence Bot" as referee.
  • How to integrate artificial intelligence into "Bump & Jump to Capture" game mechanics. Also how to integrate into other game genres such as Action-Adventure and Combat Systems!
  • Use your game as a Progressive or Single Page Web Application for local "Hot Seat" or remote player's devices.
  • Analyze current business demand for this game's genre and where to deploy it.
  • Automatically generate a variety of game boards using squares, hexagons, squishes, or terrain! Upgrade pawns or chess pieces into larger troop units to simulate tabletop wargames!
  • Instructor Guides and teaching resources are available for workshops in this course's special Teacher edition and online courses.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

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    Author

    About the Author

    Stephen Gose

    Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!

    Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

    He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.

    He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

    In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

    My driving theme: "Always stay humble and kind"

    His website is: https://www.Stephen-Gose.com/

    His game showcase is: http://www.renown-games.com

    His theology website: http://kingdomofgodprinciples.com/

    Game Support Site: http://makingbrowsergames.com/

    Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

    Contents

    Table of Contents

    Preface

    1. Distribution Permission
    2. Forewords
    3. Disclosures
    4. Disclaimer
    5. Workbook Content
    6. > For Amazon Patrons Only
    7. > About this Workbook
    8. > How to Read & Use this workbook:
    9. > Viewing the eBook:
    10. > External Links
    11. > References Used
    12. > Artificial Intelligence Solutions
    13. Your newly obtained skills …
    14. More Resources
    15. Programming Courses
    16. IPart I — Concept & Design

    1“Code-less” Game Design

    1. Approaching Game Development
    2. Focusing Your Game
    3. 1.1Game Genres Defined
    4. GG Interactive — Game Design Course
    5. 1.2Demand for Abstract Games
    6. 1.3Game Delivery Modes
    7. > Mobile “In Apps Purchases” (IAP) ROI
    8. 1.4Game Tools & Generators
    9. > The Digital Ludeme Project
    10. > Ludii General Game System

    2Project Management Overview

    1. 2.1Demo Game License
    2. 2.2Game Recipe™ just add Artwork, stir, & season to taste!
    3. 2.3Development:
    4. PBMCube Peg Solitaire™ — “Elevator Speech”
    5. 2.4Design:
    6. How Browser Games Load
    7. Deconstructing Gameplay
    8. > Deeper Dive: Putting Background Stories in the Wrong Place
    9. Seven Deadly Sins of Strategy Game Design
    10. 2.5Construct’s “Code-less” Encoding
    11. > Deeper Dive: Creating Display Mechanisms — a 4-Step method

    3Starting a “Bump or Jump” To Capture Game

    1. “Strategy Games are Broken” by Jon Shafer
    2. 3.1Design Considerations
    3. > Following the herd? — Use expected “Conventions”
    4. 3.2Game Mechanics (GM) — Logic & Rules
    5. 3.3Game Mechanics (GM) — Data Structure
    6. > Deeper Dive: Undoing a Jump move?
    7. 3.4Game Framework Mechanisms (GFM)
    8. > Deeper Dive: Using D.R.Y. “Event Sheets” as “Includes”!
    9. 3.5Turn-based Gameplay
    10. > Deeper Dive: Multi-Player versions
    11. > Deeper Dive: Construct’s Multi-Player Plugin

    4“Bump-To-Capture” (B2C) Concept & Design

    1. 4.1Creating a “B2C” Chess Variant
    2. > Deeper Dive: Vassal or “Zillions-of-Games” vs. Construct & Jocly?
    3. VASSAL
    4. “Zillions of Games” …
    5. Jocly
    6. 4.2Reviewing our “B2C” Competition

    5Part I: Conclusion

    1. How to Succeed at Making One Game a Month
    2. IIPart II: Starting C2 Production
    3. “ACTUALLY START THE DAMN GAME” …

    6Lesson 1: C2 “Jump-To-Capture” Project

    1. 6.1About Your Project
    2. 6.2Project Settings:
    3. 6.3Configuration Settings
    4. 6.4Design Considerations: CMS, PWA, or SWPA?!
    5. > Creating a C2 SWPA Game Version?
    6. > Creating a C2 CMS or PWA Game Version?
    7. 6.5Season to Taste …
    8. 6.6Comparing your code
    9. IIIPart III: Starting C3 Production
    10. ACTUALLY START THE DAMN GAME …

    7Lesson 1: C3 “Jump-To-Capture” Project

    1. 7.1About Your Project
    2. 7.2Project Settings: Color Theme, Start-up & Display
    3. 7.3Configuration Settings: Advanced & Editor
    4. 7.4Design Considerations: CMS, PWA, or SWPA?!
    5. > Creating a C3 SWPA Game Version?
    6. > Creating a C3 CMS or PWA Game Version?
    7. 7.5Season to Taste …
    8. 7.6Comparing your code
    9. IVPart IV: “Ubiquitous” Production

    8Lesson 2: Layout & Navigation

    1. 8.1“Best laid schemes o’ mice an’ men”
    2. 8.2Design Considerations
    3. 8.3Encoding Steps
    4. 8.4Deeper Dive: How to find language translations.
    5. 8.5Main Menu Navigation
    6. 8.6Encoding the Main Menu
    7. 8.7Comparing your code

    9Lesson 3: J2C Gameboard, Holes, & Pegs

    1. 9.1Gameboard Construction
    2. 9.2Holes & Pegs

    10Lesson 4: J2C AIBot & FSM

    1. 10.1Multiple Valid Destinations?
    2. JavaScript FSM Discussion
    3. > Deeper Dive: “AI Rule Engine” Design Pattern
    4. Refactoring Guidance for this Pattern
    5. Considerations for a “Rules Engine” Construction
    6. 10.2Just One of Many Possible Solutions
    7. > My recommendation …
    8. 10.3Comparing your code

    11Deriving a “Chequers” game …

    1. 11.1History of Checkers
    2. 11.2Reviewing Our Competition
    3. 11.3Chequers Game Mechanics
    4. 11.4Chequers AIBot Management
    5. 11.5Checkers AI Resources
    6. 11.6Comparing your code

    12Lesson 5: B2C Gameboards & Tiles

    1. 12.1Building a Hexagonal gameboard by …
    2. > Using Squares?
    3. > Using Hexagons!
    4. 12.2Building a “Grid-less” game …
    5. 12.3Building a “Squish” Movement System …
    6. Approach on making ‘Provinces’ in game’s world map?”.
    7. > The Tessellation Gameboard Recipe.
    8. > Easier Tessellations Using Construct Sprite frames
    9. 12.4Gameboard Customization Tool
    10. Using Sprites instead of Tiled Backgrounds

    13Lesson 6: B2C AIBot, Captures, & FSM

    1. 13.1“Making your own AIBot”
    2. Improved “Dice Wars” AI by Chris Raff
    3. 13.2Capturing Tokens
    4. 13.311 Combat Systems & counting …
    5. > Simple 5-second Comparison
    6. > Combat Systems with Narrative
    7. > “Match3” Combat System
    8. > “Guitar Hero” Defensive Combat System
    9. > “Sequence Reveal” Combat System
    10. > “Rock, Paper, Scissors” Combat System
    11. > Magic Combat System
    12. > “Click & Timing” Combat System
    13. > “Doom & Wolfenstein” (1st Person) Combat System
    14. > “Las Vegas-Style” Combat Systems
    15. > Historic Example

    14Let’s Start SIMPLE EinStein

    1. 14.1Gameboard & Tokens
    2. 14.2Dice Tokens
    3. 14.3Deeper Dive: AIBot Analysis
    4. 14.4B2C Captures, Collisions, FSM, & Game Turns
    5. > Single Player (Blue) vs. AIBot (Red)
    6. 14.5“EWN” expanded variants

    15Deriving a “Chess Variant Game”

    1. 15.1My B2C Elevator Speech
    2. Rulers of Renown™ Gaming Series
    3. 15.2War Lord Tourney™ Prototype
    4. VStarting Your Game Studio!

    16One “GM” to Rule them all!

    17Capstone “Practicum

    1. D.R.Y. Speed Limit — 5 GPH (Games Per Hour)!
    2. 17.1The“Jump-To-Capture” (J2C) Game Zoo
    3. > LeapFrog
    4. > Fox & Geese
    5. > Fox, Hares, Hounds, Wolf, & Sheep
    6. > Three Musketeers
    7. > Hnefatafl
    8. > “Blue & Gray” — a J2C US Civil War game
    9. 17.2“Bump-To-Capture” (B2C) Game Variations
    10. > Stratego
    11. > Feudal
    12. > B2C Strategy Wargames
    13. Gameplay and Additional Restrictions:
    14. Victory conditions:
    15. > B2C Popular Political Conflicts
    16. VIWhat’s next?
    17. “How to publish a game on the web??”

    18Game Distribution & Marketing

    1. 18.1Introduction: 8-Step Deployment Method.
    2. 18.2Port to a Console
    3. 18.3Selling Directly — The Advantages
    4. Shareably (SBLY) looking to rent your games
    5. 18.4Book Review Protocol
    6. 18.5Tell the world about your game!

    19Conclusion

    1. Appendix

    36 “Jump-To-Capture” Variants!

    More Resources …

    1. “You don’t know JS Yet” by Kyle Simpson
    2. Construct Demos

    Appendix: Game Developer Tool Kits

    1. Artwork Resources
    2. Selling your Game Artwork & Assets
    3. JavaScript Garden

    Additional Appendices

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