Construct
An HTML5-based 2D game creation system enabling rapid development through visual programming, supporting JavaScript scripting
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+ | Drag-and-Drop Interface | Offers an interface that lets users position and adjust game objects by dragging them directly on the canvas, and lets users build game logic by connecting events, conditions, and actions simplifying the layout and design process |
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+ | Cross-Platform Export | Allows projects to be exported to multiple platforms, including web, desktop, and mobile, to reach various user bases. |
+ | Built-In Physics Engine | Integrates a physics engine to manage object collisions and motion, ensuring that game elements interact as expected. |
+ | Sprite and Asset Management | Supports the import and organization of images, sprites, and other assets, streamlining the creation of game objects. |
+ | Animation Tools | Provides mechanisms for creating frame-based and timeline animations for game objects, supporting smooth motion within games. |
+ | Audio Integration | Includes functions to import, control, and trigger sound effects and music, which helps in enhancing game events with audio. |
+ | JavaScript Scripting Support | Allows users to add JavaScript code to projects to extend or refine default behaviors, offering an alternative to the event system |
+ | Plugin System | Provides an API for adding or creating plugins that extend functionality, allowing users to integrate external modules. |
+ | Asset Store Access | Connects users to a marketplace where assets, templates, and behaviors can be shared or acquired and added to a project to speed up development. |
+ | Live Preview Mode | Offers a live preview that runs the game within the editor, which helps users test and iterate on their work immediately. |
+ | Remote Preview | Offers the ability to preview projects on connected devices in real time, which assists in verifying functionality during development |
+ | Object Behavior Presets | Allows assignment of preset behaviors to objects, which defines how they act and interact without writing custom code. |
+ | Network Multiplayer Support | Provides built-in functions to set up and synchronize game state across networked sessions for multiplayer gameplay. |
+ | Scene Graph Management | Uses a hierarchical system to organize objects in a scene, simplifying management and rendering order during game construction. |
+ | Tilemap Support | Offers features to create grid-based environments with tilemaps, which assists in building structured levels quickly |
+ | Visual Debugger | Contains a debugger that displays game events and states, which aids users in identifying issues in their projects |
+ | Performance Profiler | Includes tools to monitor resource usage and frame rate, offering guidance on optimizing project performance |
+ | Save and Load System | Offers functions to store game progress or settings, facilitating user data persistence between sessions |
+ | Input Management | Manages input from various devices such as keyboards, mice, and touch screens, converting user actions into in-game events |
+ | Event Grouping | Provides the option to organize events into groups, which helps in managing and controlling complex logic within projects |
+ | Layered Scene Management | Supports the arrangement of objects in layers, allowing separation of background elements from interactive objects |
+ | Offline Operation | Allows the development environment to run in offline mode after initial setup, which supports uninterrupted work in areas with limited connectivity |
+ | Multilingual | Provides a user interface in several languages to accommodate users from multiple regions and assist in global accessibility |
- | Debugger Function Limitations | Lacks a step-by-step debugging mechanism, which can complicate the process of isolating and resolving errors. |
- | Absence of Real-Time Collaboration | The development environment does not support simultaneous editing by multiple users, which impacts projects that require team-based collaboration |
- | Event System Nuances | Users with a traditional coding background may need additional time to learn the event-based system. The event-based interface does not support traditional coding methods directly, so users must implement extra scripting for custom functions. |
System Requirements
Version ↓
# | Minimum |
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1 |
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2 |
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3 | WebGL support |
4 | The user must be online to load Construct for the first time |
Repository
Construct being a proprietary software, its source code is not publicly hosted.
License
Categories
Alternatives
Game Creation System
Phaser Open 3D Engine GameMaker Roblox
Game Engine
Unreal Engine Phaser Open 3D Engine GameMaker Unity Godot
Phaser Open 3D Engine GameMaker Roblox
Game Engine
Unreal Engine Phaser Open 3D Engine GameMaker Unity Godot
Notes
Construct 2: The earlier version (released on 26 Jun 2011) of the engine available as a downloadable desktop application with a one-time license. This version remains in use by legacy projects but has limited updates and support.
Construct 3: The current iteration (released on 28 March 2017) that runs as a web-based editor with standalone app options available via platforms like the Microsoft Store. This version uses a subscription model and receives regular updates.
Construct 3 variants:
- Free Trial: A free version with limited features 1
- Personal: A paid version for individuals and hobbyists (non-business entities only) with all the features unlocked 2
- Business: A paid version for businesses on a per seat pricing
- Education: A paid version for teaching organisations where end user is a student in a learning environment.