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Building Memory Matching Browser Games

MahJong, Hidden Pairs, and "In Sequence" Memory Matching Game Mechanics.

This chapter is part of the "Construct Gamer Starter Kit" collection and provides a guide to developing Memory Matching games, including MahJong, Hidden Pairs, and "Sequence 3+." The tutorial includes coding for both Construct v2 and v3, making it suitable for beginners and experienced web developers alike. It's perfect for anyone looking to create their own customized Memory Matching games with unique artwork and features.

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Making Memory Matching Browser Games

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About

About

About the Book

Discover how to create various types of Memory Matching game mechanics using the methods outlined in this workbook from the "Construct Game Starter Kit" collection. By the end of this instructional workbook, you will have a production pipeline that allows you to create as many unique "Memory Matching" browser games as your imagination can conceive! This will enable you to explore your creative ideas with confidence.


Various developer's guides introduce several types of Memory Matching game mechanics, including "Open Pairs" (e.g., MahJong), "Hidden Pairs," "In Sequence". We will explore these game mechanics, display techniques, and develop flexible designs. By the end of this comprehensive workbook, you will not only have several fully functional Memory Matching games but also your very own unique product, using your own gaming assets. This sense of ownership can motivate you to continue enhancing your skills and developing new projects. An Instructor Workshop Edition with resources is also available -- perfect for after-school club activities.


You'll receive prototype templates, downloadable samples, and source code references for every step in this game design workbook. This allows you to copy and paste any example into your own production pipelines and modify those resources for your own needs. Knowing that these accessible resources are available will make you feel supported and confident on your learning journey. (General Game Licenses are included in this workbook if you wish to simply copy and publish my several game editions.)


This extraordinarily comprehensive guide will teach you how to: 

  • Use Construct - either v2 or v3.
  • Integrate "Memory Matching" game mechanics into other students' learning, such as musical ear-training, language recognition, chemistry, math, etc.
  • Deploy your game as a "Content Management System" (CMS), a "Progressive Web Application" (PWA) or a "Single Page Web Application" for any device.
  • Analyze current International business demands for this type of game's genre, how, and where to deploy it.
  • Automatically generate various game editions from this core game mechanics and templates.

Author

About the Author

Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.

He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

My driving theme: "Always stay humble and kind"

His website is: https://www.Stephen-Gose.com/

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Contents

Table of Contents

IPart I: Concept & Design

1Lesson 1: The Game Design System™

  1. 1.1Game Framework Mechanisms
  2. 1.2Design Considerations
  3. How to Succeed at Making One Game a Month
  4. 1.3Deploy as a CMS, PWA, SWPA, or IGM?
  5. ACTUALLY START THE DAMN GAME …
  6. “Single Web-Page Application” (SWPA) as defined by MDN!
  7. 1.4FYI: Creating a CMS or PWA Version?
  8. Quote from “MDN Web Docs
  9. 1.5“Replayability” — retaining “repeat customers”!
  10. > Deeper Dive: Solving Poor Replayability
  11. Expanding The “Replay Value” Of Games
  12. 1.6Gameplay Modes
  13. > Human Reaction Timing
  14. (Quoted) “Reaction Time Statistics
  15. > FYI Network Infrastructures
  16. “Short-term” (aka “Working”) Memory
  17. > “Game Strategies
  18. > Deeper Dive: The math behind Memory Match Games
  19. 1.7What’s Your Competition Doing? (or NOT DOING?!)
  20. 1.8Part I Summary
  21. IIPart II: Production & Encoding

2Lesson 2.2: Launching a C2 Game Project

  1. 2.1About Your Project:
  2. 2.2Project Settings:
  3. 2.3Configuration Settings
  4. 2.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 2.5Game Project Organization
  7. 2.6Comparing your code

3Lesson 2.3: Launching a C3 Game Project

  1. 3.1About Your Project
  2. 3.2Project Settings: Color Theme, Start-up & Display
  3. 3.3C3 Advanced, Compatibility Settings, & Editor!
  4. 3.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 3.5Game Project Organization
  7. 3.6Comparing your code
  8. IIIPart III: 14 Developer Guide Templates

4Step-by-Step Recipe

  1. 4.1Data Structures
  2. 4.2“Open Pairs” — 4 MahJong Templates
  3. > MahJong examples:
  4. 4.3“Hidden Pairs” — 7 Developer’s Guides & Templates
  5. 4.4“In Sequence” — 3 Developer’s Guides & Templates
  6. > Mozart Music Match™ Suite
  7. IVPart IV: Multi-Player Design

5Lesson 8: MMoRPG Design

  1. Game Flow Phases for any Multi-Player Gaming Session!
  2. 5.1MMoRPG Design Considerations
  3. Animated Avatars (with “Download example”)
  4. > Deeper Dive: Testing MMoGs Locally
  5. > WebSockets Utilized in Multi-Player Games
  6. > Prevent cheating?
  7. Local input prediction
  8. 5.2“Multi-Players with Multiple Avatars” (MPMA)
  9. 5.3Logon Layout
  10. > “es_mmog_Logon” Dedicated Event Sheet
  11. 5.4Signalling Group
  12. > The Signalling Logic Sequence
  13. > The Signalling Administration & Management
  14. > “es_mmog_Signalling” Dedicated Event Sheet
  15. 5.5“es_mmog_HOST” Dedicated Event Sheet
  16. > “How does it work?”
  17. > Deeper Dive: “HOST’s” Bandwidth Requirements
  18. > Precision Guidelines
  19. > “Authoritative Events”
  20. > Authoritative Event — Allocate Monsters
  21. > Authoritative Event — Allocate Treasures
  22. > Authoritative Event — Character Controls
  23. > Authoritative Event — Monster AI
  24. > Peer management
  25. > Peer management — On Peer Connected
  26. > Peer management — Defeat Monsters
  27. > Peer management — Health, Healing, Re-spawning?
  28. > Peer management — Update Positions & Inputs
  29. 5.6“es_mmog_PEER” Dedicated Event Sheet
  30. > “Monster Defeated”
  31. > “On Peer Created”
  32. > “Prepare to Send Status”
  33. > Input States
  34. 5.7“es_mmog_Common” Dedicated Event Sheet
  35. > “Message Logging” (Optional)
  36. > “Animation States” (Optional)
  37. > “Debug & Trouble Shooting” Reports (Optional)
  38. 5.8Comparing your code
  39. VPart V: What’s next? Your Finished Game
  40. “How to publish a game on the web??”

6Game Distribution & Marketing

  1. 6.1Introduction: 8-Step Deployment Method.
  2. FGL.com
  3. 6.2Port to a Console
  4. 6.3Selling Directly — The Advantages
  5. Shareably (SBLY) looking to rent your games

7Conclusion

  1. 7.1Book Review Protocol
  2. 7.2Tell the world about your game!

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