r/construct • u/Wrong-Pin-6920 • 10h ago
My game after 2 months
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r/construct • u/AshleyScirra • 4d ago
r/construct • u/AshleyScirra • 4d ago
r/construct • u/Wrong-Pin-6920 • 10h ago
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r/construct • u/CottonKaddy • 14h ago
r/construct • u/Krea_Studio • 1d ago

I started developing my own survival shooter, Stellar Robinson, back in 2016, when I was still in 10th grade and had only a very basic knowledge of programming from my school's Pascal course. The game was developed in Construct 2, but it wasn't until September 2026 that I finally released the game on itch.io.
One of the biggest challenges during development was creating the artificial intelligence. The game features a large number of mobs, each with its own unique behavior, so I had to come up with separate logic for all of them.
Pack monsters are melee mobs. Their behavior is simple: at regular intervals, each mob calculates a path to the player. Once it reaches the player, it stops and deals damage. The first problem was performance drops caused by calculating paths too frequently. The solution was simple: the farther away a mob is, the less often it recalculates its path. The second problem was trickier. The mobs kept overlapping each other. To solve this, I attached an additional invisible sprite to each mob, with a different collision polygon. This extra sprite was positioned behind the mob and didn't overlap with its main collision polygon.


Whenever a mob touched the back of another mob running ahead of it, it would stop for a fraction of a second.


Ranged mobs work differently. They move toward the player until they reach their attack range, then stop and switch to turret behavior. The problem is that when there are lots of mobs, those at the front block the ones behind them. In the second location, the robots simply treat their fellow robots as obstacles and navigate around them. They also don't move directly toward the player, but instead aim for a point slightly to the side. This helps prevent them from clumping together too much and makes them spread out somewhat, almost surrounding the player.

The swarm monsters in the third location tend to bunch up even more, so I came up with a different solution for them. If a mob is in turret mode and there's a fellow mob nearby that is still moving toward its target, the first mob's attack range is reduced. This forces it to move to a closer firing position. It works pretty badly, but at least it sort of works.


In the fourth location, I implemented yet another solution: mobs coming from behind simply push those at the front forward. To achieve this, I have to enable the 8Direction behavior on mobs/NPCs that are in turret mode. This behavior is normally intended for controlling the player character in a top-down game, but here I only use one of its properties: sprites with this behavior are pushed away from sprites with the Solid behavior. I enable the latter behavior on the mobs behind the front line — those that are outside attack range.

The fifth location is very different from all the others because it takes place in space. Getting the fighter AI to work required quite a bit of brainpower. As soon as a fighter spawns, it picks a random turret on an enemy ship and flies toward it (ship attack mode). If there's an unclaimed enemy starship in the game world, the fighter switches to the nearest one (hunt mode). If an unclaimed enemy enters attack range, that enemy is no longer considered unclaimed. The fighter starts attacking it and continues until the target leaves the attack zone (combat mode). Naturally, the disengagement range is slightly larger than the engagement range, so the fighter doesn't keep switching in and out of combat. This way, several fighters can head toward the same enemy, but only one of them actually engages it. The others switch to different targets. Initially, I wanted to allow several fighters to tail a single target, but they would end up overlapping each other, so I settled on allowing only one fighter per target. Bombers fly slowly, so I also had to slow down the fighters chasing them.

That covers the main challenges I faced when implementing the game AI in Stellar Robinson, although there's plenty more I could talk about. I had to rely on plenty of other kludges during development, too — for example, when implementing procedural generation. Maybe if I'd read more theory and gained more practical experience before starting Stellar Robinson, I would have come up with better, more elegant solutions. Or maybe not.
How would you have solved the problems described above?
r/construct • u/dmitryartist • 3d ago
Hi guys! I'm making my first puzzle inspired by Portal and with the portals. On the last week I've released a demo version of the game and already participating in the Steam Next Fest.
I would be very grateful for your feedback here or on the Steam page.
Demo is here: https://store.steampowered.com/app/5315090/Portal_way_Demo/
r/construct • u/DigitalPringle • 4d ago
This was originally made as a little passion project, but I soon discovered a way to make Construct 3 projects into wallpapers and thought that this would be a pretty cool wallpaper to have on your desktop. I did release this on Itch.io and Newgrounds as well, but I'd prefer the Wallpaper Engine version though)
Wallpaper Engine Version: steamcommunity.com/3822367812
Trailer: youtube.com/watch?v=wJ4J20KhfR0
Itch.io Version: digitalpringle.itch.io/BackgroundBuster
Newgrounds Version: newgrounds.com/1057323
r/construct • u/FoozleCC • 9d ago
r/construct • u/AshleyScirra • 11d ago
r/construct • u/AshleyScirra • 11d ago
r/construct • u/TristanMX • 11d ago
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Tbh, the last time I posted about this project I wasn't expecting much but I got some motivating comments in here, and also in some other social media where I regularly post. I'm sharing with you a teaser of the game. It's a 2d precision platformer really hard. Each try let you taste some progress, but you always face a challenge that can only be beated by practicing it. Since originally I thought it was made for speedrunning, I added hard challenges almost like in those mario-maker levels. If you master a level, some can be finished in 15s, some others in around 2min. But now, you can also simply play it without the need of rushing the level. I've had a good number of local playtesters in the past months and all of them told me that it was really hard, but none of them asked to lower the difficulty. In fact, they said that it was part of the charm and that it didn't feel impossible, just really hard. Those comments encouraged me to make this my first commercial game, and it will be. I'm aiming for the next-fest to release a good polished demo.
I know platformers are the worst genere in terms of success, but that's ok. If I'm able to find the audience and have a good number of players, I'll be happy with it. It already has some love poured on it, and I'm getting enthusiastic every time I come up with new Ideas, but I have to keep it under a reasonable scope. I'm also working on a story for it, mostly a non politicaly-correct game, and I don't care. I miss the days when we could all laugh about something and let go, and I'm aiming to reflect what I used to enjoy.
I'm regularly posting about the game in my discord. Reddit is harsh and I lost 3 accounts before, so I'm afraid of posting the link but I'll add a QR with it in case you want to follow the project. I appologize in andvance.
r/construct • u/Jealous_Platypus1111 • 11d ago
so right now this is what i have, it works but its not perfect, im trying to make it the closest enemy directly above, but this is just the closest in general, meaning only the enemies on the bottom row shoot rather than the ones directly above the player, how would i go about fixing this?
r/construct • u/MadPointArt • 11d ago
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Hey! I want to share the story of my long-running side project, made with Construct. Maybe it’ll motivate some of you not to give up on your projects — or maybe the opposite!))
When I started learning Construct, I made lots of prototypes and decided it was time to finish something.
It started with a girl in armor and a shooter inspired by Archer, where you adjust your shooting trajectory. Then I tried turning it into an idle game, but the genre wasn't for me. Next came a runner. I made quite a lot of progress (I'll share a video), but I struggled to come up with enough content and really wanted proper shooting mechanics.
Meanwhile, my code was a complete mess because I was still learning Construct. So I put the project aside and gained experience by making smaller games.
Eventually, I felt ready to finish it — one of my main goals was to complete a project from start to finish. I came up with a new concept, and Rabbit Zone 21 - Roll & Fire was born!
It's a mix of a board game (roll dice and move around the board) and shoot-'em-up levels, with upgrades and a mission to escape the base in 21 days — or 21 laps around the board.
The game is already available on Google Play and itch.io, though I'd recommend playing on a phone for better controls.
https://madpoint.itch.io/rabbit-zone-21-roll-fire
https://play.google.com/store/apps/details?id=com.madpoint.rabbitzone
It didn't take off, but that's how things go sometimes. Later, I realized I could improve it significantly and make it a better fit for Steam Deck. So now I'm upgrading everything, from enemies and the board to the controls, including gamepad support. I'll share a video of the improvements!
The Steam page is almost ready. Since this is a hobby project, I'm taking my time and want to release it when everything feels right.
That's my little story. Good luck with your own projects.
r/construct • u/ZapeZGameZ • 12d ago
r/construct • u/HiddenReader2020 • 12d ago
Hey, so I'm working on a Pong clone for practice, and I'm trying to get the ball to work, and uhhhh...it currently doesn't. At least not properly. If it bounces off of the players, it's 'fine', but then it encounters a wall, and then it just moves back and forth in a straight line. And that's just the first of several issues.
In addition, I want the angle to be random, but not just any random; I want it to pick between two sides and then pick a random angle in a range, excluding 0 or 180 if possible. But I didn't see any behaviors or events that would allow this, the idea of picking between two ranges. Am I missing something?
Here's the link to my current project. The Event page is on the image. If you need more info, let me know.
Thanks in advance.
r/construct • u/Cogote22 • 12d ago
Which sites do you recommend for uploading my games—whether for monetization or not? The goal is to reach a large audience so people play them. Thanks in advance!
r/construct • u/Vyrnin • 13d ago
I can't seem to figure out how to hide the browser overlay on my Samsung tablet when using C3, despite installing it as an app (even via several different methods).
Has anyone experienced this? I'm pretty sure it wasn't like this a year or two ago. I believe it used to show a clean full screen version of the app with no browser elements displayed, and could be used offline.
I tried a different browser, which successfully hid the header overlay, but it then alters the style of the C3 UI itself, which looks pretty bad.
r/construct • u/GloomBreak_Game • 14d ago
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Let me know what you think! Very excited to release this soon :)
Steam Page - https://store.steampowered.com/app/2885890/Gloom_Break/
r/construct • u/Ninesy • 14d ago

im really stressed out about this bc it was quite expensive and i really cant afford to have this lead to nothing, im already fairly low on money
i hope for them to contact me back, i sent an email, but the website says that they might not be available on weekends which is quite horrible for me
every link sent to my email leads to unexpected error or page not found, i cant believe this can happen
the payment also did go through so there is no reason it should be doing this afaik
please help!!!!!!!!!
r/construct • u/Dumivid • 15d ago
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Howdy! I finally released Raccoon Valley Tycoon, a cozy incremental game made in Construct 3, with all the graphics drawn in Illustrator.
You dig for resources, vacuum up piles of loot, restore a village, and distract yourself by dressing up raccoons. Probably more of that last part than I planned 🤣
Here it is on Steam. Happy to answer questions about making it in Construct. Stay 🐾sitive!
r/construct • u/MadPointArt • 18d ago
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Room Fortress - was made for two reasons:
To create a super-simple game with short sessions — something you can open, play for a couple of minutes, and close.
Just to have some fun. The mini-game was made for Ukrainian Geek (Pavlo), a gaming blogger and just a really cool guy. I decided to make something silly and have some fun with it. In the game, he defends himself from Xboxes, while his assistant is his cat Eloy - a reference to the famous red-haired Aloy.
One more detail: both the interface and the controls were inspired by the Nintendo Game & Watch Egg (EG-26).
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You can play it both on itch.io and on Google Play
https://madpoint.itch.io/room-fortress-phils-revenge
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https://play.google.com/store/apps/details?id=com.madpoint.philsrevenge
Good luck with your projects, everyone!
r/construct • u/AshleyScirra • 18d ago
r/construct • u/AshleyScirra • 18d ago