Building Audio & Rhythmic Browser Games
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Building Audio & Rhythmic Browser Games

Codeless Game Construction using Construct2 & Construct3

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.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 47th anniversary is this coming Sept 1, 2025!

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/

Table of Contents

  •  
    • Preface
      • Distribution Permission
      • Forewords
      • Disclosures
      • Disclaimer
      • Workbook Content
        • > For Patrons from Amazon and other Book Distributors
        • > About this Workbook
        • > How to Read & Use this workbook:
        • > Viewing the eBook:
        • > External Links
      • Your newly obtained skills …
      • More Resources
      • Programming Courses
        • > References Used
  • Making Audio Games
    • 1 Introduction to Game Design
      • 1.1 Approaching Game Development
      • 1.2 Focusing Your Game
      • 1.3 Developing Storylines & Gamer’s Avatar
      • 1.4 Designing The User Interface
      • 1.5 Formulating Good Gameplay
      • 1.6 Developing The Logic
      • 1.7 Writing The Source Code
      • 1.8 Checking For Errors
      • 1.9 Preparing For Distribution
    • 2 Audio, Music, & Rhythm Game Design
      • 2.1 Deeper Dive: Not Everyone Hears Alike!
      • 2.2 Audio Game’s Featured Ingredients
      • 2.3 Game Mechanics
        • > Deeper Dive: Tuning Our Game to Musical Theory
        • > “Coda”: What have we learned?
      • 2.4 Audio Construction Tools
        • > Composing Game Musical Themes
      • 2.5 Optional Audio Design — “Pure JS” tone generation
        • > Using Construct3 Audio Interface
      • 2.6 Conclusion
  • Part II: Starting a C2 Project
    • 3 Lesson 1: C2 “Audio” Project
      • 3.1 About Your Project
      • 3.2 Project Settings:
      • 3.3 Configuration Settings
      • 3.4 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C2 SWPA Game Version?
        • > Creating a C2 CMS or PWA Game Version?
      • 3.5 Season to Taste …
      • 3.6 Comparing your code
  • Part III: Starting a C3 Project
    • 4 Lesson 1: C3 “Audio” Project
      • 4.1 About Your Project
      • 4.2 Project Settings: Color Theme, Start-up & Display
      • 4.3 Configuration Settings: Advanced & Editor
      • 4.4 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C3 SWPA Game Version?
        • > Creating a C3 CMS or PWA Game Version?
      • 4.5 Season to Taste …
      • 4.6 Comparing your code
  • Part IV: Production & Prototyping
    • 5 “Mozart Music Match™” Suite
      • 5.1 CMS Description
      • 5.2 CMS Design Considerations
    • 6 “Audio Memory Match” Developer’s Guide
      • 6.1 Game Description
      • 6.2 Design Considerations
        • > Game Mechanics (GM): Logic & Rules
        • > Game Mechanics (GM): Data Structures
      • 6.3 Game Layout
        • > Background Theme
        • > User Interface
      • 6.4 Gameplay Event Sheet
        • > Event #1 “On start of layout”
        • > Events #5 to #9 — User Interface
        • > Events #10 — Game Finished?
        • > Events #11 to #13 — Supporting Function
    • 7 Ear Training Developer’s Guide
      • 7.1 Game Description
      • 7.2 Design Considerations
        • > Game Mechanics (GM): Logic & Rules
        • > Game Mechanics (GM): Data Structures
      • 7.3 Game Layouts
        • > Background Theme
        • > User Interface Layouts
      • 7.4 Gameplay Event Sheet
        • > Event #1 “On start of layout”
        • > Events #2 to #8 — User Interface Layouts
        • > Events #9 to #19 — User Interface Inputs
        • > Events #20 to #21 — Game Finished
        • > Events #22 to #26 — Supporting Functions
        • > Events #27 to #29 — Supporting Functions
    • 8 “HiLo” Developer’s Guide
      • 8.1 Design Considerations
        • Game Mechanics (GM): Logic & Rules
        • Game Mechanics (GM): Data Structures
      • 8.2 Game Layout
        • > Background Theme
        • > User Interface
      • 8.3 Gameplay Event Sheet
        • > Event #1 “On start of layout”
        • > Events #2 to #8 — HUD updates
        • > Events #9 to #24 — User Interface
        • > Events #25 to #35 — Supporting Functions
        • > Events #36 to #38 — Game Conclusion
    • 9 “Motif Memory” Developer’s Guide
      • 9.1 Game Description
      • 9.2 Design Considerations
        • > Deeper Dive: Matching Tones to “Correct” Colors
        • > Optional Design Used
        • > Game Mechanics (GM): Logic & Rules
        • > Game Mechanics (GM): Data Structures
      • 9.3 Game Layout
        • > Background Theme
        • > User Interface
      • 9.4 Gameplay Event Sheet
        • > Event #1 “On start of layout”
        • > Events #2 To #4 — Gameplay Toggle Management
        • > Events #5 To #9 — “Player’s Turn” Management
        • > Event #8 — “Player’s Turn” Ends
        • > Event #9 — New Game Turn
        • > Events #10 To #17 — Supporting Functions
    • 10 “Sight Reading” Developer’s Guide
      • 10.1 Game Description
      • 10.2 Design Considerations
        • > Game Mechanics (GM): Logic & Rules
        • > Game Mechanics (GM): Data Structures
      • 10.3 Game Layout
        • > Background Theme
        • > User Interface (UI)
      • 10.4 Gameplay Event Sheet
        • > Event #1 “On start of layout”
        • > Events #2 to #10 — User Interface
        • > Events #11 to #45 — Game Framework Display Mgt.
        • > Events #47 & #48 — Game Turn Conclusion.
        • > Events #49 & #65 — Supporting Functions.
  • What’s next?
    • 11 Product Distribution
      • 11.1 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 11.2 Book Review Protocol
      • 11.3 Tell the world about your game!
  • Appendix: Audio Standards
    • G7.11
    • G7.22
    • Technical Overview Presentation
  • Appendix: MIDI
    • Playing with MIDI in JavaScript
      • Parsing & Reading MIDI Files:
      • Playing MIDI Files:
      • Generating MIDI Files:
      • Web MIDI API:
      • Choosing the Right Library:
  • Notes

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