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Building "Memory Matching" Browser Games

Codeless Game Construction using Construct2 & Construct3 for MahJong, Hidden, and "In Sequence 3+" Memory Matching.

This is a single chapter from the "Construct Gamer Starter Kit" collection. This chapter leads you through Memory Matching game development for MahJong, Hidden Pairs, and "Sequence". This tutorial has both Construct v3 & v2 encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.

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About

About

About the Book

Discover how to create different versions of Memory Matching games using the methods in this single chapter from the "Construct Game Starter Kit" collection. When you finish this workbook, you will have a production pipeline to create as many different "Memory Matching" browser games as your imagination can dream up!

I would like to guide you in creating several versions of Memory Matching with "open Pairs" (e.g. MahJong), "Hidden Pairs", and "In Sequence 3+" (e.g. Match3, Connect 4, and "GO") game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this large student workbook, you should have several fully functional Memory Matching games - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.  Instructor Workshop edition also available.

You'll get bonus content, download examples, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any example into your own production pipelines and then modify those resources for your own purposes. General Game Licenses are included in this purchased book if you wish to simply copy and publish my edition versions.

This extraordinarily comprehensive guide will teach you how to: 

  • Use Construct - either v2 and v3.
  • How to integrate "Memory Matching" game mechanics into other game genres such as "musical ear-training, and Fantasy RPG magic!
  • Use your game in a "Content Management System", a "Progressive Web Application" or a "Single Page Web Application" on any device.
  • Analyze current International business demands for this type of game's genre, how, and where to deploy it.
  • Automatically generate various game editions from this core game mechanics.

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. About this Workbook
  7. How to Read & Use this workbook:
  8. Viewing the eBook:
  9. External Links
  10. References Used
  11. Your newly obtained skills …
  12. More Resources
  13. Programming Courses
  14. IPart I — Concept & Design

1Introduction to “Code-less” Game Design

  1. Approaching Game Development
  2. Focusing Your Game
  3. How to Succeed at Making One Game a Month
  4. 1.1Game Genres Defined
  5. GG Interactive — Game Design Course
  6. 1.2Game Delivery Modes
  7. Mobile “Single Web Page Applications” (SWPA)
  8. 1.3Game Tools & Generators

2Project Management Overview

  1. ACTUALLY START THE DAMN GAME …
  2. 2.1Development:
  3. Deconstruction
  4. Game Description Example: Memory Matching
  5. 2.2Design:
  6. Deeper Dive & FYI: How Construct Games Load
  7. 2.3Construct’s “Code-less” Encoding
  8. Deeper Dive: Properly Using “Event Sheets” as “Includes”!

3Common Core Game Construction

  1. 3.1Design Consideration: CMS, PWA, or SWPA!
  2. 3.2C2 Product Launch
  3. About Your Project:
  4. Project Settings:
  5. Configuration Settings
  6. Creating a C2 SWPA Game Version?
  7. Creating a C2 CMS or PWA Game Version?
  8. 3.3C3 Product Launch
  9. About Your Project:
  10. Project Settings: Color Theme, Startup & Display
  11. Configuration Settings: Advanced & Editor
  12. Creating a C3 SWPA Game Version?
  13. Creating a C3 CMS Game Version?

4“Memory Matching” Genre

  1. 4.1Our Goals
  2. 4.2Genre Overview
  3. Deeper Dive: “Due Diligence in Gaming Research”
  4. Deeper Dive: Audio Games
  5. Adding Sound Effects and Music to Your Games
  6. 4.3Game Recipe™ Featured Ingredients
  7. 4.4General Design Considerations
  8. A Background Story for Matching Hidden Pairs:
  9. Optional Designs
  10. 4.5Game Mechanics (GM) — Data Structure
  11. 4.6Game Mechanics (GM) — Logic, & Rules
  12. Game set-up:
  13. Game begins:
  14. Game validation:
  15. Game Conclusion:
  16. IIPart II — Matching “Open Pairs”

5MahJong — “Matching Open Pairs”

  1. 5.1MahJong Design
  2. MahJong Rule Variations

6C2 Production: a Step-by-Step Tutorial

  1. 6.1Project Creation: Steps #0 — #2
  2. 6.2Game Play Layout
  3. 6.3Event Sheets — Game Mechanics Rules, Logic, & Data

7C3 Production: a Step-by-Step Tutorial

  1. 7.1Project Creation: Steps #0 — #2
  2. 7.2Game Play Layout
  3. 7.3Event Sheets — Game Mechanics Rules, Logic, & Data
  4. IIIPart III — Matching “Hidden Pairs”

8RPG Math Class — “Matching Hidden Pairs”

  1. 8.1RPG Math Class Design
  2. “Hidden Pairs” Rule Variations

9C2 Production: a Step-by-Step Tutorial

  1. 9.1Project Creation: Steps #0 — #2
  2. 9.2Game Play Layout
  3. 9.3Event Sheets — Game Mechanics Rules, Logic, & Data

10C3 Production: a Step-by-Step Tutorial

  1. 10.1Project Creation: Steps #0 — #2
  2. 10.2Game Play Layout
  3. 10.3Event Sheets — Game Mechanics Rules, Logic, & Data
  4. IVPart IV — Sequence Matching

11Simple Shaman — “Matching in Sequence”

  1. 11.1Simple Shaman Design
  2. Clones & Competitors
  3. Sequence Logic

12C2 Production: a Step-by-Step Tutorial

  1. 12.1Project Creation: Steps #0 — #2
  2. 12.2Game Play Layout
  3. 12.3Event Sheets — Game Mechanics Rules, Logic, & Data

13C3 Production: a Step-by-Step Tutorial

  1. 13.1Project Creation: Steps #0 — #2
  2. 13.2Game Play Layout
  3. 13.3Event Sheets — Game Mechanics Rules, Logic, & Data
  4. VWhat’s next?

14Game Distribution & Marketing

  1. “How to publish a game on the web??”
  2. 14.1Introduction: 8-Step Deployment Method.
  3. The advantages of selling direct
  4. Shareably (SBLY) looking to rent your games
  5. 14.2Book Review Protocol
  6. 14.3Tell the world about your game!

15Conclusion

16Bonus Development Content

  1. Appendix

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

Appendix: Making WebXR Games!

  1. Appendix: “How to Start a WebSocket”

“Massive Multi-Player Online Games”

  1. Testing Your Browser
  2. Test sites:
  3. WebSocket Protocol Handshake
  4. Deeper Dive: WebSocket API
  5. Sample Source Code: Client-side WebSocket
  6. Step #1: Game index page
  7. Step #2: Generate Event handlers
  8. Appendix: Safe JavaScript Using OLOO
  9. JS Objects: “TL;DR”
  10. 15.2.2 Inside the body of a class definition
  11. Deeper Dive: JS Delegation (aka “Inheritance”?)
  12. The old way
  13. “Object-Oriented JavaScript Pattern Comparison”
  14. ECMA-262 7th Edition / June 2016
  15. Objects Linking to Other Objects (OLOO)
  16. Compare your code
  17. Object.create
  18. Exercise Lesson 9:
  19. Exercise 1
  20. Game Singletons
  21. Deeper Dive: Object Manipulation objects in ES5/6
  22. Lesson Summary
  23. Resource References:

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