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How to create a platformer game with Construct 3 engine

How to create a platformer game with Construct 3 engine

  • English
  • Game Development
  • GameDevGameDev
  • (5478)
  • Project length: 10h 06m

Let’s develop a classic 2D platformer game in Construct 3. During the project, you can easily follow along using the given game assets and in the end, you will completely understand the engine’s workflow, main features, and how to use it to quickly prototype or make awesome games.




Over this course, we will be developing a 2D Platformer game with all the usual mechanics: Character movement, jump, enemies, dangers, lives, pickups, different kinds of platforms, parallax backgrounds and more. This course will allow you to understand how Construct works, and why you can make prototypes and awesome games with a really fast workflow.

What are the requirements?

  • Construct 3 License.
  • Internet connection.
  • Project Assets.

What is the target audience?

  • Non-programmer game developers.
  • Game designers.
  • Construct Engine users.
  • Web game Developers.
  • Game development enthusiasts with no coding skills.

When are the streaming sessions (streaming schedule)?

  • Pre-recorded sessions

Project Outline

Session 1: Introduction to Construct 3.

First, you will learn how to set up Construct 3 to start your project, then you will learn all the basic concepts of the engine to understand how games are created and which kinds of tools Construct gives you to do so.

  • Where to get construct.
  • Setting up the project.
  • Interface.
  • Layouts.
  • Event sheets.
  • Game objects
  • Behaviors.
  • Effects.
  • Workflow.

Session 2: Prototyping the main mechanic.

We are going to create the main character and implementing its Platform behavior so it can move and jump around in the world. For that, we also need to create platforms elements for the player to stand on. Then it is time to refine the platform mechanic according to the kind of game that we want to do.

  • Creating a sprite object.
  • Platform behavior.
  • Creating the floor.
  • Solid behavior.
  • Creating platforms.
  • Jump through behavior.
  • Level blocking and grid set up.

Session 3: Building a pickup system.

Pickups are classic elements of platformer games, now that our character can move around the world, we will create the base pickup system so the player starts collecting coins. We will also talk about the importance of coins to draw players attention to important elements on the level or to direct the player's route through the level.

  • Creating the coin object.
  • Creating the pickup function.
  • Creating a coin counter display.

Session 4: Creating the player’s death system.

There is no fun in a platformer game without the sense of risk or danger, because there is no challenge. That is why we need to add elements that represent a risk to the player's life. After that, we need to determine what will happen when the player dies in our game.

  • Creating a kill sensor.
  • Programming the player's death.
  • Creating a game over pop up.

Session 5: Creating enemies.

Enemies are a key element in platformer games, they add challenges to our player and make the game dynamic. We are going to create different kinds of enemies for our game; they will deal damage to our player when touching him.

  • Establishing a life variable for the player.
  • Creating a walking enemy.
  • Creating a flying enemy.
  • Creating a life display.

Session 6: Killing the enemies.

Our player needs a way to fight back, so we are going to do it the classic way. We are going to set up a system in where our player can jump and smash the enemies to kill them.

  • Creating the attack mechanic.
  • Creating particles to simulate enemies death.

Session 7: Creating the goal of the level.

Here we will set a goal so the player can beat the level. In this case, the player will need to collect some magic stones to be able to open a portal which represents the exit of the level.

  • Creating the level’s exit portal.
  • Creating the magic stones pickup.
  • Creating the portal stone check system.
  • Creating a magic stones display.

Session 8: Designing the level.

Now that we have created all the main mechanics is time to design the first level of the game. We will design the routes that the player must follow to beat the level and putting challenges on them.

  • Concept design of the level.
  • Designing the routes.
  • Placing the pickups.
  • Creating challenges.
  • Placing enemies.

Session 9: Creating the levels visual look.

We have our level designed, but it doesn't look nice, so now it's time to give the game an engaging look. For that, we will use the Tileset object to quickly create the worlds floor. We will add sprites to our platforms and then we will create background layers with a parallax effect to create the feeling of depth.

  • Using a tileset to skin the level.
  • Creating the background layers and implementing parallax.

Session 10: Implementing sound.

Our game is almost finished, however, it doesn't feel quite alive, and that es because we haven't put any sound in it. The sound is a very important element that brings our game to life, creating the ambiance, the mood, and reinforcing all the mechanics and interactions of the game.

  • Implementing sound effects.
  • Adding background music.
  • Creating positioned sounds.

Session 11: Exporting the game and final thoughts.

Finally, we will talk about how to refine the game mechanics and elements to design future levels, and then we will export our game for PC and web.

  • Creating moving platforms
  • How to polish the game and plan more mechanics.
  • Exporting the game for PC
  • Exporting the game for the Web.


  • Construct 3.
  • Audacity.


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