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)
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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.).
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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).
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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.
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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.
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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.
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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).
- Windows
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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
- Ensure you extracted the ZIP before importing assets.
- Use grid snapping while painting with Tilemap; disable grid for precise sprite placement.
- Left click paints/stamps tiles; right click erases.
- Duplicate animation frames and mirror/flip to create opposite-facing sprites.
- Rename layouts, sprites, and animations for clarity.
- If the Tilemap window is not visible, enable it in the View menu.
- The Tilemap workflow is trickier at first — practice makes it faster.
- If new to Construct 3, watch the “how to create a game without programming” video from the same channel first.
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
- Primary speaker: the course instructor from the Gamecraft International YouTube channel (unnamed in the subtitles).
- Referenced video/channel for basic Construct 3 tutorials: Gamecraft International (the instructor refers viewers to an earlier “how to create a game without programming” video).
Category
Educational
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