Building "Memory Matching" Browser Games (The Student Book)

Building "Memory Matching" Browser Games

Codeless Game Construction using Construct2 & Construct3 for MahJong, Hidden, and "In Sequence 3+" Memory Matching.

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", and "Trace 3+" (e.g., Match3, Connect 4, and "GO"). 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.

About the Author

Stephen Gose
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/

Table of Contents

  •  
    • Preface
      • Distribution Permission
      • Forewords
      • Disclosures
      • Disclaimer
      • Workbook Content
        • About this Workbook
        • How to Read & Use this workbook:
        • Viewing the eBook:
        • External Links
        • References Used
      • Your newly obtained skills …
      • More Resources
        • Programming Courses
  • Part I — Concept & Design
    • 1 Introduction to “Code-less” Game Design
      • 1.1 Game Genres Defined
      • 1.2 Game Delivery Modes
        • Mobile “Single Web Page Applications” (SWPA)
      • 1.3 Game Tools & Generators
    • 2 Project Management Overview
      • 2.1 Development:
      • 2.2 Design:
      • 2.3 Construct’s “Code-less” Encoding
        • Deeper Dive: Properly Using “Event Sheets” as “Includes”!
    • 3 Common Core Game Construction
      • 3.1 Design Consideration: CMS, PWA, or SWPA!
      • 3.2 C2 Product Launch
        • About Your Project:
        • Project Settings:
        • Configuration Settings
        • Creating a C2 SWPA Game Version?
        • Creating a C2 CMS or PWA Game Version?
      • 3.3 C3 Product Launch
        • About Your Project:
        • Project Settings: Color Theme, Startup & Display
        • Configuration Settings: Advanced & Editor
        • Creating a C3 SWPA Game Version?
        • Creating a C3 CMS Game Version?
    • 4 “Memory Matching” Genre
      • 4.1 Our Goals
      • 4.2 Genre Overview
        • Deeper Dive: “Due Diligence in Gaming Research”
        • Deeper Dive: Audio Games
      • 4.3 Game Recipe™ Featured Ingredients
      • 4.4 General Design Considerations
        • Optional Designs
      • 4.5 Game Mechanics (GM) — Data Structure
      • 4.6 Game Mechanics (GM) — Logic, & Rules
        • Game set-up:
        • Game begins:
        • Game validation:
        • Game Conclusion:
  • Part II — Matching “Open Pairs”
    • 5 MahJong — “Matching Open Pairs”
      • 5.1 MahJong Design
        • MahJong Rule Variations
    • 6 C2 Production: a Step-by-Step Tutorial
      • 6.1 Project Creation: Steps #0 — #2
      • 6.2 Game Play Layout
      • 6.3 Event Sheets — Game Mechanics Rules, Logic, & Data
    • 7 C3 Production: a Step-by-Step Tutorial
      • 7.1 Project Creation: Steps #0 — #2
      • 7.2 Game Play Layout
      • 7.3 Event Sheets — Game Mechanics Rules, Logic, & Data
  • Part III — Matching “Hidden Pairs”
    • 8 RPG Math Class — “Matching Hidden Pairs”
      • 8.1 RPG Math Class Design
        • “Hidden Pairs” Rule Variations
    • 9 C2 Production: a Step-by-Step Tutorial
      • 9.1 Project Creation: Steps #0 — #2
      • 9.2 Game Play Layout
      • 9.3 Event Sheets — Game Mechanics Rules, Logic, & Data
    • 10 C3 Production: a Step-by-Step Tutorial
      • 10.1 Project Creation: Steps #0 — #2
      • 10.2 Game Play Layout
      • 10.3 Event Sheets — Game Mechanics Rules, Logic, & Data
  • Part IV — Sequence Matching
    • 11 Simple Shaman — “Matching in Sequence”
      • 11.1 Simple Shaman Design
        • Clones & Competitors
        • Sequence Logic
    • 12 C2 Production: a Step-by-Step Tutorial
      • 12.1 Project Creation: Steps #0 — #2
      • 12.2 Game Play Layout
      • 12.3 Event Sheets — Game Mechanics Rules, Logic, & Data
    • 13 C3 Production: a Step-by-Step Tutorial
      • 13.1 Project Creation: Steps #0 — #2
      • 13.2 Game Play Layout
      • 13.3 Event Sheets — Game Mechanics Rules, Logic, & Data
  • What’s next?
    • 14 Game Distribution & Marketing
      • 14.1 Introduction: 8-Step Deployment Method.
        • The advantages of selling direct
      • 14.2 Book Review Protocol
      • 14.3 Tell the world about your game!
    • 15 Conclusion
    • 16 Bonus Development Content
  • Appendix
    • 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
    • Appendix: Making WebXR Games!
  • Appendix: “How to Start a WebSocket”
    • “Massive Multi-Player Online Games”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • Step #1: Game index page
        • Step #2: Generate Event handlers
  • Appendix: Safe JavaScript Using OLOO
    •  
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
  • Notes
  • Answers to Exercises
    •  
      • Appendix: Safe JavaScript Using OLOO

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