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Building "Collapsing Blocks" Browser Games

Codeless Game Construction using Construct2 & Construct3

This is a single chapter from the Construct Starter Kit Collection. This chapter leads you through Collapsing Blocks (aka "Same Game") development. 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.

This book is a translation into English of Making Collapsing Blocks Browser Games which was originally written in English

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About

About

About the Book

Discover how to create online Collapsing Block games using the methods in this single chapter from the "Construct Game Starter Kit Collection". When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of!

I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Collapsing Block game (with "flood-fill") - 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.  

You'll also 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 examples into your own productions 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 version.

This extraordinarily comprehensive guide will teach you how to: 

- Use Construct - either v2 or v3.

- How to integrate "Same" game mechanics into other game genres such as RPG, first-person shooters, RPG, and Character Development!

- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.

- Analyze current business demand for this game's genre, how and where to deploy it.

- Automatically generate various game board features.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!https://leanpub.com/cgc-starterkit

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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. 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“Collapsing Blocks” Genre

  1. 4.1Our Goal
  2. 4.2Game Project Overview
  3. 4.3Design Considerations
  4. A Randomly Generated Story Background Sample:
  5. NCC Pandora Game Layout Design …
  6. HUD Map per Core Deck
  7. 4.4“Collapsing Blocks” Development History
  8. Historical Family Tree — what was …
  9. Tile-matching video games
  10. 4.5Game Mechanics (GM): Logic & Rules
  11. 4.6Game Mechanics (GM): Data Structure
  12. 4.7Featured Ingredients Summary
  13. 4.8Create a “Game Loop”
  14. Deeper Dive: Creating “Add-ons” & “Extensions”
  15. Deeper Dive: Creating External Project Files?
  16. 4.9Conclusion
  17. IIPart II: C2 Production

5C2 Production: a Step-by-Step Tutorial

  1. 5.1Game Mechanics Used:
  2. 5.2C2 Project Creation
  3. About Your Project:
  4. Project Settings:
  5. Configuration Settings
  6. 5.3Design Consideration: CMS, PWA, or SWPA!
  7. Creating a C2 SWPA Game Version?
  8. Creating a C2 CMS or PWA Game Version?
  9. 5.4Game-Play “Layout”
  10. The “Computer Terminals”
  11. Quote from the Manuals: How to avoid “JANK”
  12. 5.5Event Sheets — Game Mechanics Rules, Logic, & Data
  13. Gameboard set up
  14. Gameboard Capturing Groups
  15. Game Prototype (Alpha)
  16. Moving to a “Functional Architecture”.
  17. Perpetual Gameplay
  18. User’s Interface as “Functional Architecture”.
  19. Deeper Dive: Human Reaction Timing
  20. Quote from C2 Manual,
  21. 5.6Part II: Summary and Conclusion
  22. Design Option #1
  23. Design Option #2
  24. IIIPart III: C3 Production

6C3 Production: a Step-by-Step Tutorial

  1. 6.1Game Mechanics Used:
  2. 6.2C3 Project Creation
  3. About Your Project:
  4. Project Settings: Color Theme, Startup & Display
  5. Configuration Settings: Advanced & Editor
  6. 6.3Design Consideration: CMS, PWA, or SWPA!
  7. Creating a C3 SWPA Game Version?
  8. Creating a C3 CMS Game Version?
  9. 6.4Game-Play “Layout”
  10. The “Computer Terminals”
  11. Quote from the Manuals: How to avoid “JANK”
  12. C3 Manual: Touch
  13. Using mouse input
  14. 6.5Event Sheets — Game Mechanics Rules, Logic, & Data
  15. Global Variables
  16. Gameboard Setup
  17. Game Mechanics Rule: Comparison Searches
  18. Deeper Dive: Using Highly Optimized Searches
  19. Game Mechanics Rule: Discover Matching Groups
  20. Game Mechanics Rule: Assigning Points per Cells
  21. Game Mechanics Rule: Vacancy Management
  22. Deeper Dive: Human Reaction Timing
  23. Game Mechanics Rule: Swapping PaintChips
  24. 6.6Part III: Summary & Conclusion
  25. IVWhat’s next?
  26. “How to publish a game on the web??”

7Game Distribution & Marketing

  1. 7.1Introduction: 8-Step Deployment Method.
  2. 7.2Selling Directly — The Advantages
  3. Shareably (SBLY) looking to rent your games
  4. 7.3Book Review Protocol
  5. 7.4Tell the world about your game!

8Conclusion

9Bonus Development Content

  1. 9.1Certification Examination
  2. 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: Safe JavaScript Using OLOO
  2. JS Objects: “TL;DR”
  3. 15.2.2 Inside the body of a class definition
  4. Deeper Dive: JS Delegation (aka “Inheritance”?)
  5. The old way
  6. “Object-Oriented JavaScript Pattern Comparison”
  7. ECMA-262 7th Edition / June 2016
  8. Objects Linking to Other Objects (OLOO)
  9. Compare your code
  10. Object.create
  11. Exercise Lesson 9:
  12. Exercise 1
  13. Game Singletons
  14. Deeper Dive: Object Manipulation objects in ES5/6
  15. Lesson Summary
  16. Resource References:

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