Building Audio & Rhythmic Browser Games
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.
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
-
Preface
-
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
-
1 Introduction to Game Design
-
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
-
3 Lesson 1: C2 “Audio” Project
-
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
-
4 Lesson 1: C3 “Audio” Project
-
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
-
8.1 Design Considerations
-
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.
-
5 “Mozart Music Match™” Suite
-
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!
-
11.1 Game Distribution & Marketing
-
11 Product Distribution
-
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:
-
Playing with MIDI in JavaScript
- Notes
The Leanpub 60 Day 100% Happiness Guarantee
Within 60 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.
Now, this is technically risky for us, since you'll have the book or course files either way. But we're so confident in our products and services, and in our authors and readers, that we're happy to offer a full money back guarantee for everything we sell.
You can only find out how good something is by trying it, and because of our 100% money back guarantee there's literally no risk to do so!
So, there's no reason not to click the Add to Cart button, is there?
See full terms...
Earn $8 on a $10 Purchase, and $16 on a $20 Purchase
We pay 80% royalties on purchases of $7.99 or more, and 80% royalties minus a 50 cent flat fee on purchases between $0.99 and $7.98. You earn $8 on a $10 sale, and $16 on a $20 sale. So, if we sell 5000 non-refunded copies of your book for $20, you'll earn $80,000.
(Yes, some authors have already earned much more than that on Leanpub.)
In fact, authors have earnedover $14 millionwriting, publishing and selling on Leanpub.
Learn more about writing on Leanpub
Free Updates. DRM Free.
If you buy a Leanpub book, you get free updates for as long as the author updates the book! Many authors use Leanpub to publish their books in-progress, while they are writing them. All readers get free updates, regardless of when they bought the book or how much they paid (including free).
Most Leanpub books are available in PDF (for computers) and EPUB (for phones, tablets and Kindle). The formats that a book includes are shown at the top right corner of this page.
Finally, Leanpub books don't have any DRM copy-protection nonsense, so you can easily read them on any supported device.
Learn more about Leanpub's ebook formats and where to read them