Building "Memory Matching" Browser Games
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Building "Memory Matching" Browser Games

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

About the Book

Discover how to create three different versions of Memory Matching games using the methods in this single chapter from the "Construct Game Starter Kit Collection". When you finish this workbook, you will have a production pipeline to create as many different "Memory Matching" games as your imagination can dream up!

I would like to guide you in creating several versions of Memory Matching with "open Pairs", "Hidden Pairs", and "In Sequence" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this large student workbook, you should have several fully functional Memory Matching games - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.  Instructor Workshop edition also available.

You'll also get bonus content, download examples, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any example into your own production pipelines and then modify those resources for your own purposes. General Game Licenses are included in this purchased book if you wish to simply copy and publish my edition versions.

This extraordinarily comprehensive guide will teach you how to: 

- Use Construct - either v2 and v3.

- How to integrate "Memory Matching" game mechanics into other game genres such as "musical ear-training, MahJong, and Fantasy RPG magic!

- Use your game in a "Content Management System", a "Progressive Web Application" or a "Single Page Web Application" on 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.

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

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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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