Summary of "#02 - Criando um jogo COMPLETO (Cenário)"

Summary — #02: Criando um jogo COMPLETO (Cenário)

Main purpose

This lesson shows how to create the game scenario (level/scene) in Construct 3 using a downloaded art pack and the Tilemap tool. It covers importing art, configuring a new project for pixel art, using the Tilemap to paint the level, placing decorative and interactive objects (windows, chests, doors), setting up animations and collisions, and saving the project.

Prerequisite / warning

This is not a beginner’s Construct 3 tutorial. If you don’t already know the basics of Construct 3 (creating/opening projects, basic UI, adding objects), watch the channel’s earlier “how to create a game without programming” basic tutorial first. The instructor will not cover low-level UI basics here.

Step-by-step methodology (detailed)

  1. Download and prepare the art pack

    • Click the download link in the video description (hosted on Mega).
    • The pack downloads as a ZIP file — extract it (right-click → Extract).
    • Inside the extracted folder you’ll find art assets organized in folders (scenario, objects, windows, etc.).
  2. Create a new Construct 3 project and basic settings

    • Open Construct 3 and create a New Project.
    • Set the project language/interface to English if you prefer consistency with the tutorial.
    • Choose a Retro/Pixel-art resolution template (recommended for pixel art assets).
    • Enable pixel-art-related options so graphics render as intended (enable pixel-art/rounding for pixel-perfect results).
    • Example resolution mentioned: 640 × 360 (confirm layout size in Project Properties).
  3. Project housekeeping

    • Rename default layouts to meaningful names (e.g., rename “Layout 1” to “game”).
    • Log into your Construct account (free) to get more runtime minutes and save work online if needed.
  4. Import and use the Tilemap for level design

    • Open the Tilemap/Tilemap editor (if not visible: View → Bars or enable the Tilemap window).
    • Load the tilemap image from the extracted scenario folder into the Tilemap editor.
    • Use Tilemap tools to select tiles and “stamp” them onto the layout with the Pencil tool:
      • Left click paints/stamps tiles.
      • Right click erases.
      • Select tile regions (marquee) and stamp repeated patterns.
    • Tips while painting:
      • Enable Show Grid and Snap to Grid in Project Properties → Editor so tiles align precisely.
      • Zoom and adjust the Tilemap window size for easier selection and panning.
      • If the Tilemap appears “joined” or you can’t paint, adjust zoom or move the view to expose the area.
  5. Level painting strategies (ground, walls, wood details)

    • For ground/walls: paint with the pencil tool following reference squares; count tile placements as needed.
    • Wooden/platform elements — two approaches:
      • Easy: fill middle tiles only (simpler, faster).
      • Better-looking: draw an outline (contour) of wood tiles, then fill the interior — gives nicer edges and shadows.
    • Use appropriate tile pieces for corners, edges and shadows; use Tilemap’s various brush pieces to form curves and outlines.
  6. Place decorative and interactive objects (Sprites)

    • Windows
      • Import window image(s) from scenario/window folder as a Sprite.
      • In Animation editor duplicate frames and mirror (flip) to create left/right variants.
      • Disable grid (Project Properties → Editor) for fine placement.
      • Use copy/paste and alignment tools to align symmetrical window sprites.
    • Chests / boxes
      • Import chest/box sprites and create animations (e.g., Normal, Open, Peek, Broken).
      • Add frames per animation; rename animations clearly.
      • Set animation Speed (frames/second) and Loop (yes/no) appropriately.
      • Define collision area (collision polygon/box) in the sprite editor.
      • Place several boxes with small spacing to avoid overlap/conflicts.
    • Door
      • Import door animations (Closed, Opening, Closing).
      • Set animation speed and loop flags appropriately.
      • Set collision area for the door.
      • Keep the door inside layout bounds (don’t place beyond the edge or it will be cut off).
  7. Final steps and good practices

    • Save periodically (Menu → Project → Save/Save As) and use clear file names.
    • If stuck: pause the video and replicate the instructor’s steps; rewatch the basic tutorial if needed.
    • If tools/windows are missing, enable them via the View menu or Project Properties.
    • Use Animation editor metadata (some asset folders include small text files with recommended speed/loop settings).

Tips, shortcuts, and troubleshooting

What the lesson produces

A complete scene/level built from the downloaded art pack, containing tiled ground/walls, wooden elements, windows, chests/boxes, and a door — with configured animations and collision areas — ready for the next lesson (creating the character).

Next lesson

The instructor will cover creating the player character and continuing the project.

Sources / Speakers

Category ?

Educational


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