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Building Audio & Rhythmic Browser Games

Codeless Game Construction using Construct2 & Construct3

Join us in this exciting audio game development workshop on creating "Purely Musical & Rhythmic" puzzle games! Generate games into the musical world of "sight reading", enhance your "perfect pitch", and challenge your "motif memory" skills. Get ready to engage your ears and unleash your creativity in a fun and interactive way!

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About

About

About the Book

Discover how to create online rhythm and audio games using the methods revealed in this workshop. Completing this tutorial and the provided supplementary content will give you a comprehensive production pipeline to bring your audio game ideas to life!

You will also receive bonus content, downloadable examples, source code, and references with your purchase. This game design workbook allows you to copy and paste examples into your custom audio projects, which you can modify for your unique products. General game licenses are included with the workbook.

My aim is to guide you in creating various audio game mechanics. We will explore the game mechanics, systems, and development methods discussed through five music skill development games. By the end of this workbook, you will have crafted five fully functional music rhythm games. These will not be replicas of my games; they will be your unique creations featuring your own sound effects and audio assets. A supporting website will allow you to download the bonus content associated with your workbook purchase.

This extraordinarily comprehensive guide will teach you how to:

  • Utilize both versions of the Construct Gaming Framework.
  • Integrate audio game mechanics into other genres, such as memory matches, language tutorials, sound effects, entertainment, and audio puzzles.
  • Deploy your game as either a "Progressive Web Application" or a "Single Page Web Application" for any Internet of Things (IoT) device.
  • Analyze current market demands for this specific game genre and learn where and how to deploy your games.
  • Automatically generate various gamer inputs, such as piano keyboards, guitar frets, sheet music, and microphones for vocal training.
  • Access instructor guides and teaching resources available for workshops through a special Teacher's Edition and online courses for this content.

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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 Patrons from Amazon and other Book Distributors
  7. > About this Workbook
  8. > How to Read & Use this workbook:
  9. > Viewing the eBook:
  10. > External Links
  11. Your newly obtained skills …
  12. More Resources
  13. Programming Courses
  14. > References Used
  15. IMaking Audio Games

1Introduction to Game Design

  1. 1.1Approaching Game Development
  2. 1.2Focusing Your Game
  3. 1.3Developing Storylines & Gamer’s Avatar
  4. 1.4Designing The User Interface
  5. 1.5Formulating Good Gameplay
  6. 1.6Developing The Logic
  7. 1.7Writing The Source Code
  8. 1.8Checking For Errors
  9. 1.9Preparing For Distribution

2Audio, Music, & Rhythm Game Design

  1. 2.1Deeper Dive: Not Everyone Hears Alike!
  2. 2.2Audio Game’s Featured Ingredients
  3. 2.3Game Mechanics
  4. The “Theory of Multiple Intelligence
  5. > Deeper Dive: Tuning Our Game to Musical Theory
  6. > “Coda”: What have we learned?
  7. 2.4Audio Construction Tools
  8. > Composing Game Musical Themes
  9. 2.5Optional Audio Design — “Pure JS” tone generation
  10. > Using Construct3 Audio Interface
  11. Quoted from Construct Manual — Audio Script Interface
  12. 2.6Conclusion
  13. IIPart II: Starting a C2 Project
  14. “ACTUALLY START THE DAMN GAME” …

3Lesson 1: C2 “Audio” Project

  1. 3.1About Your Project
  2. 3.2Project Settings:
  3. 3.3Configuration Settings
  4. 3.4Design Considerations: CMS, PWA, or SWPA?!
  5. > Creating a C2 SWPA Game Version?
  6. > Creating a C2 CMS or PWA Game Version?
  7. 3.5Season to Taste …
  8. 3.6Comparing your code
  9. IIIPart III: Starting a C3 Project
  10. “ACTUALLY START THE DAMN GAME” …

4Lesson 1: C3 “Audio” Project

  1. 4.1About Your Project
  2. 4.2Project Settings: Color Theme, Start-up & Display
  3. 4.3Configuration Settings: Advanced & Editor
  4. 4.4Design Considerations: CMS, PWA, or SWPA?!
  5. > Creating a C3 SWPA Game Version?
  6. > Creating a C3 CMS or PWA Game Version?
  7. 4.5Season to Taste …
  8. 4.6Comparing your code
  9. IVPart IV: Production & Distribution

5“Mozart Music Match™” Suite

  1. 5.1CMS Description
  2. Mozart’s Music Match™ Suite — “Elevator Speech”
  3. 5.2CMS Design Considerations

6“Audio Memory Match” Developer’s Guide

  1. 6.1Game Description
  2. 6.2Design Considerations
  3. > Game Mechanics (GM): Logic & Rules
  4. > Game Mechanics (GM): Data Structures
  5. 6.3Game Layout
  6. > Background Theme
  7. > User Interface
  8. 6.4Gameplay Event Sheet
  9. > Event #1 “On start of layout”
  10. > Events #5 to #9 — User Interface
  11. > Events #10 — Game Finished?
  12. > Events #11 to #13 — Supporting Function

7Ear Training Developer’s Guide

  1. 7.1Game Description
  2. Music Theory and “Ear Training”
  3. 7.2Design Considerations
  4. > Game Mechanics (GM): Logic & Rules
  5. > Game Mechanics (GM): Data Structures
  6. 7.3Game Layouts
  7. > Background Theme
  8. > User Interface Layouts
  9. 7.4Gameplay Event Sheet
  10. > Event #1 “On start of layout”
  11. > Events #2 to #8 — User Interface Layouts
  12. > Events #9 to #19 — User Interface Inputs
  13. > Events #20 to #21 — Game Finished
  14. > Events #22 to #26 — Supporting Functions
  15. > Events #27 to #29 — Supporting Functions

8“HiLo” Developer’s Guide

  1. 8.1Design Considerations
  2. Game Mechanics (GM): Logic & Rules
  3. Game Mechanics (GM): Data Structures
  4. 8.2Game Layout
  5. > Background Theme
  6. > User Interface
  7. 8.3Gameplay Event Sheet
  8. > Event #1 “On start of layout”
  9. > Events #2 to #8 — HUD updates
  10. > Events #9 to #24 — User Interface
  11. > Events #25 to #35 — Supporting Functions
  12. > Events #36 to #38 — Game Conclusion

9“Motif Memory” Developer’s Guide

  1. 9.1Game Description
  2. 9.2Design Considerations
  3. Simon released versions by Hasbro!
  4. > Deeper Dive: Matching Tones to “Correct” Colors
  5. Music and Light Frequencies Compared
  6. > Optional Design Used
  7. > Game Mechanics (GM): Logic & Rules
  8. > Game Mechanics (GM): Data Structures
  9. 9.3Game Layout
  10. > Background Theme
  11. > User Interface
  12. 9.4Gameplay Event Sheet
  13. > Event #1 “On start of layout”
  14. > Events #2 To #4 — Gameplay Toggle Management
  15. > Events #5 To #9 — “Player’s Turn” Management
  16. > Event #8 — “Player’s Turn” Ends
  17. > Event #9 — New Game Turn
  18. > Events #10 To #17 — Supporting Functions

10“Sight Reading” Developer’s Guide

  1. 10.1Game Description
  2. 10.2Design Considerations
  3. Legal Issues
  4. > Game Mechanics (GM): Logic & Rules
  5. > Game Mechanics (GM): Data Structures
  6. 10.3Game Layout
  7. > Background Theme
  8. > User Interface (UI)
  9. 10.4Gameplay Event Sheet
  10. > Event #1 “On start of layout”
  11. > Events #2 to #10 — User Interface
  12. > Events #11 to #45 — Game Framework Display Mgt.
  13. > Events #47 & #48 — Game Turn Conclusion.
  14. > Events #49 & #65 — Supporting Functions.
  15. VWhat’s next?

11Product Distribution

  1. 11.1Game Distribution & Marketing
  2. “How do I publish a game on the web??”
  3. Introduction: 8-Step Deployment Method.
  4. Shareably (SBLY) looking to rent your games
  5. 11.2Book Review Protocol
  6. 11.3Tell the world about your game!
  7. Appendix: Audio Standards

G7.11

  1. WebRTC_codecs

G7.22

Technical Overview Presentation

  1. Appendix: MIDI

Playing with MIDI in JavaScript

  1. Parsing & Reading MIDI Files:
  2. Playing MIDI Files:
  3. Generating MIDI Files:
  4. Web MIDI API:
  5. Choosing the Right Library:

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