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Construct 2 is the follow up from Scirra's Construct Classic which has had around 500,000 downloads to date. Construct 2 allows people to make game in an intuitive and visual way. Scirra's ambition is to make Construct 2 better, more stable and more powerful than Construct Classic. Construct 2 is based on years of experience developing Construct Classic.

Export to HTML5

Construct 2 initially only exports to HTML5, but more export formats are going to be supported in the future such as EXE and possibly native mobile applications. Construct 2 is mainly for 2D game development. It aims to open the doors of game making to everyone by presenting making games in a visual and intuitive way.

HTML5 Demos

Scirra has released a couple of fully playable and functional HTML5 demos. The project files for these demos can also be downloaded and experimented with.

Construct 2 Versions

There are currently three versions of Construct 2, the free edition, the standard early adopter and the business early adopter. The free version comes bundled with free music, sound effects, ambient sounds and animated sprites. The paid editions release a few restrictions the free version places and also come with far more resources to use in your games.

Learning Resources

Scirra's website has lots of tutorials and their forum is very active.

Download Free Edition

You can download Construct 2 Free Edition here. Make some games today!

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Blog RSS Feed Report abuse Latest News: Elatu

About Armour on the Wastes with 0 comments by AOTWgame on Mar 25th, 2015

Exciting news! We’ve created an entire planet! Well, a whole planet tile set anyway. Armour on the Wastes has two primary planetary settings. One of these, Elatu, is a desert world in which the player will often find him or herself battling over precious salvage materials. As you may have guessed from some of our art, we are big fans of tanks in the desert in space. Sounds fun right? It’s a totally hospitable environment in which absolutely nothing could go wrong.

We still need to build out and design the levels we have sketched out for Elatu. But, we have the pieces in place now to make it happen. Following is an update on the features of our Elatu tile set, including some screenshot examples and notes on particular terrain features.

March 2015 - Internal Demo 2.0

  • Normal desert tile – If you are staring at the ground in the above screenshot, you are staring at our standard desert tile set. It may look simple, but this little monster took a lot of fine tuning from Wu-Gene to make sure that it doesn’t look overly repetitive. This terrain type is our standard terrain and presents no obstacles or movement penalties.
  • Sand dunes tile – The more lightly colored, wavy ground that you see above is a sand dune. Sand dunes serve a couple of purposes. For one, they break things up visually. Second, sand dunes will have a very important tactical role. In particular, sand dunes will impose a movement penalty on tanks. Think quicksand. We aim to make this feature a double edged sword. It should pose a tactical danger to the player. After all, there’s nothing worse than being ambushed while your wheels are spinning in sand. But, it will also allow the player the opportunity to lure enemies into a trap and unleash silly amounts of firepower on them. And in the big picture, this is a design principle that we hope will run throughout the game: If something can be used against you, you can also use it against your enemies.
  • Trees/Foliage – I know, trees don’t grow in deserts. But, we’re based out of Seattle, so we couldn’t in good conscience make a game without something green. Plus, desert planets can have the occasional jungle right? Practically speaking, trees will be treated as obstacles and will be used as another level design feature to encourage careful tactical thinking – nothing like a narrow, tree lined corridor with a blind corner to make you think twice about your health meter. Oh, and in case you were worried that we’ve become too eco-friendly, don’t worry. All foliage will be fully destructible – burn baby, burn.
March 2015 - Internal Demo 2.0

  • Chasms – You can’t have an inhospitable war torn desert planet without having some horrific chasms scarring the landscape. Chasms will serve many of the same purposes as walls. They will be obstacles that tanks must work around. However, one key difference is that tanks can shoot across chasms, making for some fun times for players that like to hang back and fight at range. Of course, if the player is up against a hover tank, then all bets are off.
March 2015 - Internal Demo 2.0

  • Walls – I mean, we had to have walls. After all, capturing an enemy base is not nearly as satisfying if it’s not fortified. Walls will be used in all sorts of configurations. We created many different wall tiles in all shapes and sizes so that we can build bases for days. We also created wall pieces that fit with the war torn desert vibe – kind of a solid, but worn Ancient Egyptian fortification feel. Walls will be treated as indestructible obstacles. While it’s fun to have some destructible terrain types, we also want to provide opportunities for players that prefer a highly maneuverable, finesse approach. Navigating a multi-layered wall base while taking fire from enemy turrets should provide a fun test of these players’ driving skills.
  • Cliffs – Ah yes, cliffs. My favorite. It’s surprisingly hard to come up with cliff tiles that look natural in a top down 2d setting, but we were able to take some inspiration from some of the old Red Alert cliffs. As with the walls we have multiple types of cliff pieces in order to make different geographical configurations. In particular, Wu-Gene did a great job thinking through the cliff “end piece” tiles that are necessary in order to blend the end of a cliff into the normal ground. Without these, all cliffs would have to run on indefinitely across the whole map, which would be quite odd. We’re still fine tuning how cliffs will work in combat. As much as possible, we want to simulate the tactical advantage a tank would have in being on top of a cliff, which means tanks on the bottom of cliffs will likely have a limited ability to shoot up to the top.

By now, we hope you can see yourself battling enemy armour across this rugged landscape. It does beg the question though – why desert? To be honest, it seems to have just arisen naturally as AOTW has developed. I think a big part of it though is that it fits with the gritty vibe that we feel is at the heart of AOTW.

Another valid question might be – will this whole entire game take place on Elatu? Will there be any other sort of environment in which to unleash firepower?The short answer is, yes. There will be a different environment as well. But, it’s going to be much, much colder.

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Post comment Comments  (10 - 17 of 17)
TheUnabridgedGamer Sep 15 2011, 3:08pm says:

Correct me if I'm wrong -- but wasn't Construct made to be an open source engine?

+6 votes     reply to comment
Guest May 3 2013, 8:20pm replied:

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Scirra Creator
Scirra Feb 1 2012, 9:42am replied:

We have Construct Classic, and open source game making engine.

We have since written a new engine from the ground up, Construct 2, which isn't open source.

They are both very distinct.

+4 votes   reply to comment
VegBerg Oct 2 2011, 1:11pm replied:

They probably thought they could change that by adding a "2" at the end :c

-2 votes     reply to comment
Scirra Creator
Scirra Feb 1 2012, 9:43am replied:

We added a 2 to the end because it's our second game engine! They are not the same product.

+7 votes   reply to comment
figalot Oct 9 2011, 6:33am replied:

You are a ******* idiot. Construct 1 was mostly in c++ and this is now in html5 and javascript (making it web compatible). So basically its a whole new engine.

+2 votes     reply to comment
koburamoe Oct 10 2011, 4:49pm replied:

Construct 1 is still FREE and OPEN-SOURCE .... so i don't see the big hoey about the fact that they want to make a profit out of a new web compatible version .

+5 votes     reply to comment
koburamoe Feb 3 2012, 2:30am replied:

Exactly , at least people can still use the open source one for free and commercial use , The second one is more for web-use , i don't like web games :(

+1 vote     reply to comment
Rmas Feb 3 2012, 11:42am replied:

You can use Construct 2 for commercial use too!

+5 votes     reply to comment
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