Building Bump & Jump-to-Capture Browser Games
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Building Bump & Jump-to-Capture Browser Games

Codeless Game Construction Using Construct2 and Construct3

About the Book

Discover how to create online "Bump & Jump to Capture" games using this chapter's project management methods from the Construct Game Starter Kit Collection workshop series. When you finish this course, you will have a production pipeline to create thousands of "Bump & Jump to Capture" (i.e.: checkers, draughts, and chess-style variants) games as your imagination can dream of! (The workbook provides game prototypes that can easily include new artwork.)

You'll also get download samples, templates, prototypes, and source code references on how to do everything in this game design workbook, so you can copy and paste these samples into your productions and then modify those resources for your purposes. General Game Licenses are included in the purchased book for several games. These games support 11 languages.

I want to guide you in creating several styles of "Jump To Capture" games such as "Checkers" (aka Draughts"), "Chinese Checkers" and "Bump To Capture" games such as chess! We will use the game mechanics, display mechanisms, and development methods discussed in the Construct Game Workshop. By the end of this tutorial, you should have several fully functional and similar games using your bespoke gaming assets. A supporting website lets you download the additional bonus content included with your workbook purchase.  

This extraordinarily comprehensive workshop course will teach you how to: 

  • Use either Construct Gaming Framework v2 or v3 to create chess and checker (aka Draughts) variant games with an "Artificial Intelligence Bot" as referee.
  • How to integrate artificial intelligence into "Bump & Jump to Capture" game mechanics. Also how to integrate into other game genres such as Action-Adventure and Combat Systems!
  • Use your game as a Progressive or Single Page Web Application for local "Hot Seat" or remote player's devices.
  • Analyze current business demand for this game's genre and where to deploy it.
  • Automatically generate a variety of game boards using squares, hexagons, squishes, or terrain! Upgrade pawns or chess pieces into larger troop units to simulate tabletop wargames!
  • Instructor Guides and teaching resources are available for workshops in this course's special Teacher edition and online courses.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 46th anniversary this coming Sept 1, 2024!

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 found 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 served as a licensed minister since 1972 and as 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 personal website is:

His game showcase is:

His theology website:

Game Support Site:

Review my profile on


The Book
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  • English

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The Book and workshop resources

This is the complete student workshop package and resource files


  • extras
    Bump & Jump To Capture Workshop

    This is the student download package for this workshop

  • PDF

  • EPUB

  • WEB

  • English

With Membership
Suggested price

Table of Contents

    • Preface
      • Distribution Permission
      • Forewords
      • Disclosures
      • Disclaimer
      • Workbook Content
        • > For Amazon Patrons Only
        • > About this Workbook
        • > How to Read & Use this workbook:
        • > Viewing the eBook:
        • > External Links
        • > References Used
        • > Artificial Intelligence Solutions
      • Your newly obtained skills …
      • More Resources
        • Programming Courses
  • Part I — Concept & Design
    • 1 “Code-less” Game Design
      • 1.1 Game Genres Defined
      • 1.2 Demand for Abstract Games
      • 1.3 Game Delivery Modes
        • > Mobile “In Apps Purchases” (IAP) ROI
      • 1.4 Game Tools & Generators
        • > The Digital Ludeme Project
        • > Ludii General Game System
    • 2 Project Management Overview
      • 2.1 Demo Game License
      • 2.2 Game Recipe™ just add Artwork, stir, & season to taste!
      • 2.3 Development:
      • 2.4 Design:
        • > Deeper Dive: Putting Background Stories in the Wrong Place
      • 2.5 Construct’s “Code-less” Encoding
        • > Deeper Dive: Creating Display Mechanisms — a 4-Step method
    • 3 Starting a “Bump or Jump” To Capture Game
      • 3.1 Design Considerations
        • > Following the herd? — Use expected “Conventions”
      • 3.2 Game Mechanics (GM) — Logic & Rules
      • 3.3 Game Mechanics (GM) — Data Structure
        • > Deeper Dive: Undoing a Jump move?
      • 3.4 Game Framework Mechanisms (GFM)
        • > Deeper Dive: Using D.R.Y. “Event Sheets” as “Includes”!
      • 3.5 Turn-based Gameplay
        • > Deeper Dive: Multi-Player versions
        • > Deeper Dive: Construct’s Multi-Player Plugin
    • 4 “Bump-To-Capture” (B2C) Concept & Design
      • 4.1 Creating a “B2C” Chess Variant
        • > Deeper Dive: Vassal or “Zillions-of-Games” vs. Construct & Jocly?
      • 4.2 Reviewing our “B2C” Competition
    • 5 Part I: Conclusion
  • Part II: Starting C2 Production
    • 6 Lesson 1: C2 “Jump-To-Capture” Project
      • 6.1 About Your Project
      • 6.2 Project Settings:
      • 6.3 Configuration Settings
      • 6.4 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C2 SWPA Game Version?
        • > Creating a C2 CMS or PWA Game Version?
      • 6.5 Season to Taste …
      • 6.6 Comparing your code
  • Part III: Starting C3 Production
    • 7 Lesson 1: C3 “Jump-To-Capture” Project
      • 7.1 About Your Project
      • 7.2 Project Settings: Color Theme, Start-up & Display
      • 7.3 Configuration Settings: Advanced & Editor
      • 7.4 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C3 SWPA Game Version?
        • > Creating a C3 CMS or PWA Game Version?
      • 7.5 Season to Taste …
      • 7.6 Comparing your code
  • Part IV: “Ubiquitous” Production
    • 8 Lesson 2: Layout & Navigation
      • 8.1 “Best laid schemes o’ mice an’ men”
      • 8.2 Design Considerations
      • 8.3 Encoding Steps
      • 8.4 Deeper Dive: How to find language translations.
      • 8.5 Main Menu Navigation
      • 8.6 Encoding the Main Menu
      • 8.7 Comparing your code
    • 9 Lesson 3: J2C Gameboard, Holes, & Pegs
      • 9.1 Gameboard Construction
      • 9.2 Holes & Pegs
    • 10 Lesson 4: J2C AIBot & FSM
      • 10.1 Multiple Valid Destinations?
        • > Deeper Dive: “AI Rule Engine” Design Pattern
      • 10.2 Just One of Many Possible Solutions
        • > My recommendation …
      • 10.3 Comparing your code
    • 11 Deriving a “Chequers” game …
      • 11.1 History of Checkers
      • 11.2 Reviewing Our Competition
      • 11.3 Chequers Game Mechanics
      • 11.4 Chequers AIBot Management
      • 11.5 Checkers AI Resources
      • 11.6 Comparing your code
    • 12 Lesson 5: B2C Gameboards & Tiles
      • 12.1 Building a Hexagonal gameboard by …
        • > Using Squares?
        • > Using Hexagons!
      • 12.2 Building a “Grid-less” game …
      • 12.3 Building a “Squish” Movement System …
        • > The Tessellation Gameboard Recipe.
        • > Easier Tessellations Using Construct Sprite frames
      • 12.4 Gameboard Customization Tool
    • 13 Lesson 6: B2C AIBot, Captures, & FSM
      • 13.1 “Making your own AIBot”
      • 13.2 Capturing Tokens
      • 13.3 11 Combat Systems & counting …
        • > Simple 5-second Comparison
        • > Combat Systems with Narrative
        • > “Match3” Combat System
        • > “Guitar Hero” Defensive Combat System
        • > “Sequence Reveal” Combat System
        • > “Rock, Paper, Scissors” Combat System
        • > Magic Combat System
        • > “Click & Timing” Combat System
        • > “Doom & Wolfenstein” (1st Person) Combat System
        • > “Las Vegas-Style” Combat Systems
        • > Historic Example
    • 14 Let’s Start SIMPLE EinStein
      • 14.1 Gameboard & Tokens
      • 14.2 Dice Tokens
      • 14.3 Deeper Dive: AIBot Analysis
      • 14.4 B2C Captures, Collisions, FSM, & Game Turns
        • > Single Player (Blue) vs. AIBot (Red)
      • 14.5 “EWN” expanded variants
    • 15 Deriving a “Chess Variant Game”
      • 15.1 My B2C Elevator Speech
      • 15.2 War Lord Tourney™ Prototype
  • Starting Your Game Studio!
    • 16 One “GM” to Rule them all!
    • 17 Capstone “Practicum”
      • 17.1 The“Jump-To-Capture” (J2C) Game Zoo
        • > LeapFrog
        • > Fox & Geese
        • > Fox, Hares, Hounds, Wolf, & Sheep
        • > Three Musketeers
        • > Hnefatafl
        • > “Blue & Gray” — a J2C US Civil War game
      • 17.2 “Bump-To-Capture” (B2C) Game Variations
        • > Stratego
        • > Feudal
        • > B2C Strategy Wargames
        • > B2C Popular Political Conflicts
  • What’s next?
    • 18 Game Distribution & Marketing
      • 18.1 Introduction: 8-Step Deployment Method.
      • 18.2 Port to a Console
      • 18.3 Selling Directly — The Advantages
      • 18.4 Book Review Protocol
      • 18.5 Tell the world about your game!
    • 19 Conclusion
  • Appendix
    • 36 “Jump-To-Capture” Variants!
    • More Resources …
      • “You don’t know JS Yet” by Kyle Simpson
      • Construct Demos
    • Appendix: Game Developer Tool Kits
      • Artwork Resources
      • Selling your Game Artwork & Assets
      • JavaScript Garden
    • Additional Appendices
  • Notes

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