Biim Games's Forum Posts

  • The game was developed for the Construct Jam 2026 with the theme "Chickens", using Construct 3 as game engine.

    As personal challenge, I wanted to create the game within the limit of the free version of Construct 3, this to show that it's still possible to create a little game even with only 50 game events, without using JavaScript or Type Script to overcome the limitations.

    The current game runs with only 40 events, and while the code is not written in an easy way to read, it's however very compressed to be able to overcome what a beginner user could see as huge limitations.

    The source code of the game in its Game Jam version, is available for sale as template to show how it was made, however, since the audio files are third parties, the audio files are NOT included, but the code to call those files is present. So you can simply add your audio files naming them as in the code and you can have your own version of the game with your custom sound and voices.

    Of the 40 events in the code 13 are used as players' input (4 directions + attack), leaving only 27 lines to manage the whole game from the start to the end, including the final cut scene.

    13 lines are needed because the game supports 2 players with both keyboard and gamepad input, otherwise if it was 1 player with keyboard input only, one line would have been enough, leaving 12 more lines for the code.

    Total worked hours: 40 hours and 37 minutes (including setting up initial itch,io page for the game).

    You can try the game here:

    https://www.construct.net/en/free-online-games/chickens-free-range-83904/play

    If you are interested in knowing how I could fit the whole game in only 40 events, here you can find the template:

    https://www.construct.net/en/game-assets/game-templates/chickens-free-range-game-5318

  • I put on sale the template of Chickens: Free Range!, my entry for the Construct Jam 2026.

    In addition to the theme 'chicken', as personal challenge, I decided to build the game with the free version of C3. The game runs with only 40 events out of the 50 available for the free version.

    Inside the code that at first look seems, a bit confusing, you will find lots of comments describing how to create workarounds to compensate the limits of the free version. This template is the proof that with a little bit of practice, you can create a complete game even with the free version of C3! It's a good chance to learn some tricks and make practice before purchasing a subscription license for C3.

    You can find the template here:

    https://www.construct.net/en/game-assets/game-templates/chickens-free-range-game-5318

    And play it here:

    https://www.construct.net/en/free-online-games/chickens-free-range-83904/play

  • Hi Biim, I was thinking with my access to adobe creative suite, that I'd make all the assets, most of which are already made, and give them to you to make the game with. I was also thinking to publish this myself, as I would obtain the developer licenses and all that.

    > Hi, I might help you with that, but I don't have Apple products to export and test the game. Are you going to export and publish the game by yourself (you get the source code) or are you searching for someone that export and publish the game for you? (You don't get the source code in the second case).

    That sounds good vinson80, feel free to get in touch with me through my website https://biim.games so we can talk about details.

    Thank you :)

  • Hi, I might help you with that, but I don't have Apple products to export and test the game. Are you going to export and publish the game by yourself (you get the source code) or are you searching for someone that export and publish the game for you? (You don't get the source code in the second case).

  • Made this holographic card shader using the shader graph.

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    I also went ahead and fixed a few of the bugs that were reported on github and most importantly fixed 2 issues that were causing the tool to lag a lot.

    It's now a lot smoother, even with hundreds of nodes in the file.

    Addons exported should now have the language file exported correctly :)

    If you find any issue or want to make a request, please make sure to create a new issue on the github repo, and I will try to fix them as soon as I can.

    Great work skymen! Just a simple video to inspire so many ideas.

    Now I need one more additional life to finish all my projects ideas. Until now I thought 10 lives were enough, need to find a way to have 11 lives now... :D

  • fair enough, mb. thanks for the advice tho!

    No worries and good luck in completing your game before the end of the subscription :)

  • wait, so what should I do with that? it costs 30 bucks, and I cant exactly access it due to working on a school Chromebook, so that limits my ability. if you could do screenshots of code or smth, that would be great!

    P.S. I'm not trying to sound ungrateful, sorry.

    Nothing, you shouldn't do anything with that. I'm just showing that you can make a game like that that's simpler than a 3d FPS, but you can either make it simple or complex.

    The template I made is 240 events, has different weapons, zoom, different characters to be selected, interactive map and other stuff. If you make it 3d FPS it will be even more complex, so not so easy.

    I didn't ask or suggest you to buy the template, also if you are at school and have limited time or other restrictions, you should make something really simple. Check the templates that come with C3 to figure out the amount of events that a particular game might need.

    Also, about the screenshots, sorry, but no. I am not going to share the code of something that I am selling, what would the point be of that? In addition, many people bought the template, so it will be disrespectful towards them.

  • Im using C3 and would like the official plugin but it's not a deal breaker if other plug-ins run better or are easier to work with.

    Im looking to make a top down co-op horde shooter. If possible I want to have a server that will control which enemy types appear in the game and save and store kills and deaths. I can make all of that, but it's the communication and networking that im not knowledgeable in. If a central server isnt possible I can always give player one an in game console that can make those adjustments. Let me know what you think. And I appreciate the response.

    > I might be able to help you. What type of game are you trying to develop? Do you need to use just the official C2/C3 plugin?

    That's fine then. I use only the official plugins and work on peer to peer games. So once you understand how the multiplayer works, you can eventually later change the game to work with a server too.

    You can get in contact with me through my website https://biim.games. If you prefer other methods, let me know what are your options.

    Thank you.

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  • hold up, you had me at "less than ten lines of code." I think the weekend for this guy has long passed (lol) but can you post the ten lines so I can try it out? I've been looking for some good code to make a fps, but nobody's got code THAt short, and my subscriptions gonna run out soon. (that aside), I agree with your points for the 1v1, and lets just say they went with that, because I can see how it would be less of a pain in the ass to code.

    I never said a FPS, I said a shoot'em up, that's a different type of game.

    Now, if you make a FPS on rails, you can get away with few lines of codes, though if you want it nice it takes a bit of work. For a proper FPS, especially if you use 3d, you'd better to have many weekends ahead :D

    Here one of my old template I did with C2 for a FPS on rails:

    https://www.construct.net/en/game-assets/game-templates/fps-rails-template-363.

    You will also find a link to try it in the Arcade.

  • Well that sounds like a good idea Biim Games, this guy has seemingly little expertise and probably hasn't made a "shoot em up" before, and in my opinion, making simple dialogue and storyline is a bit easier than a fps. (in my opinion)

    I also know that for the choice of 1v1 or rpg, animations wise, lionz is right, but building on it, you only need like three frames for walking in an rpg, and for even a simple 1v1 street fighter style, you need a lot of animations, controls, and (typically) making your own code for the two player thing, because the multiplayer object is SUPER buggy (in my experience). so the easiest and fastest thing in my opinion, would be the rpg, because a shoot em up is a hard game to code first time, a fighter takes time and patience, and an rpg can just be a town with interactable characters.

    It really depends on what type of game they are going to develop and the assets they already have. Creating a fighting game 1 vs 1 has the advantage that you don't need dialogues and you don't need to create enemies logic. The multiplayer would be just local, since they work together to code the game and are father and son, so even just using a keyboard a simple game is quite easy to make, just look at fighting games done in the 8 bit era, before Street Fighter and you can easily recreate them compared to an RPG where you need to create several different interactions, different enemies, battles, etc. In a fighting game like International Karate or The Way of the Tiger, you can have the same sprite, just different colour for both players. All same moves and characteristics. When you have jump, flying kick, kick, punch and eventually even parry option, you already have a solid base for a fighting game that's actually faster to develop than an RPG.

    However, for a basic shoot 'em up you can make it in less than 10 lines of code, so nothing beats it in terms of difficulty and fun game. Super easy to make and quite fun to play for the effort you have to create it.

  • If you were expert and have already sorted out graphic and audio you could do either, but time frame is quite tight. You will take lots of time discussing between you two and also picking art and audio takes its time.

    I have been teaching to kids with the same age to make a basic shooter in 2 hours. First hour is creating basic game, second was for custom improvement and manually redrawing player and enemies sprites within Construct.

    In one weekend you can easily create a shoot'em up that is quite completed with coop game for 2 players. Also you can make a player vs player game in a similar fashion, maybe letting players and bullets use the wrap behaviour to make the game more fun and challenging.

    Shoot'em up has basically no animation aside for explosion if you want to keep them simple and work only on the game logic or level design, also the audio can be very minimal, but picking up a nice matching music and a few explosions will already improve the game atmosphere.

    If you need help with that you can check out my courses on YouTube. The first one is about a shoot'em up. It's made with C2, but 95% of the things are the same so it's easy to follow.

    https://youtube.com/playlist?list=PLJdfdQL4meAnBnjHzn-OngIL1mmOeBBHQ&si=s3buVJvOwZuk7vpv

  • I might be able to help you. What type of game are you trying to develop? Do you need to use just the official C2/C3 plugin?

  • Sharing here the Marbles and the Custom Input template videos.

    Marble set:

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    Custom Input template:

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    Updated and expanded version of my classic "5x7 Tiny Sprite Font".

    This new game asset version has now lowercase letters too. Some of the old characters have been improved and more symbols have been added.

    The new size is now 7 x 9 pixels.

    The classic previous colour palette and combo have been preserved and in addition I added all CGA colour combination of text + border (unless it's the same colour), for a total of 276 different colour combinations ready to use with your classic inspired games.

    These tiny Sprite Fonts with stroke are sold together with a .capx file for Construct 2 and .c3p file for Construct 3. The files contains the default kerning setting for overlapping borders and have a nice smooth visualization effect without having empty spaces next to slim characters.

    You can purchase it here:

    Construct Store

    construct.net/en/game-assets/fonts/sprite-fonts/tiny-sprite-font-expanded-5210

  • Set of 10 2d spheres/marbles/balls in .png format (512 x 512 resolution).

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    Each sphere has 32 frames to make a seamless rotation on the horizontal axis. You can change the angle of the spheres inside your game engine while the animation is on to give the illusion that the spheres rotate in different way (see the video).

    There is an assortment of styles and material to match different type of games:

    - Sphere - Cracked (32 frames)

    - Sphere - Ghost Eye (32 frames)

    - Sphere - Ice (32 frames)

    - Sphere - Lava (32 frames, but effectively there are 16 unique imaged due to the repeating pattern)

    - Sphere - Pestilence (32 frames)

    - Sphere - Sandstone Bricks (32 frames)

    - Sphere - Stone Armour (32 frames)

    - Sphere - Water (32 frames)

    - Sphere - White Marble (32 frames)

    - Sphere - Wood Planks (32 frames, but effectively there are 16 unique imaged due to the repeating pattern)

    They work well for game clones of Zuma, Puzzle Bubble and so on. You can of course use them for your original game idea!

    BONUS CONTENT:

    - Sphere Light effect image (512 x 512 .png format)

    - Sphere Shadow effect image (512 x 512 .png format)

    You can buy the asset here:

    construct.net/en/game-assets/graphics/sprites/2d-spheresmarblesballs-5206