Construct Projects as Compositions

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.capx

project-starterkit.capx

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.c3p

project-starterkit.c3p

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Where's the Beef!!?? ... Proof is in the Pudding!

Ok, enough "chit-chat" and theory. Here are the project "start-up templates" to see all that "theory" in "action".

C>Construct 3 -- <http://makingbrowsergames.com/cgc-books/project-startkit.c3p>

C>Construct 2 -- <http://makingbrowsergames.com/cgc-books/project-startkit.capx>

Layout to changed Event Sheet Associations

"So if we bust up all this code, how the "#$%^&" does anything work?", you query! Well, the "magic in this" is to associate a Scene Layout to a "Chain" of Event Sheets and their internal "Include" event sheets. Add all event sheets that relate to your current scene ... For example, You want your generic "Global heads up display" (HUD) event sheet -- that you consistently use in all your gaming products -- to also appear while the gamer is playing: Starting from your "Main_Menu", you go first into the "User Interface" (UI) Scene with all its included Event Sheets and "heads up displays" (HUD) information before you send your gamers into the "Game_Play" scene.

It's amazing once you get comfortable with the idea behind the Game Design System™ and Composition. You can make your crazy Game Mechanics (as event sheets) become so much cleaner and transferable by simply breaking things down to their single core. If you ever find yourself reading through more than a page of event sheets from assets you've purchased in the Asset Shop, then it's time to consider using the Game Design System™ and Composition.

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