Building "Collapsing Blocks" Browser Games
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Building "Collapsing Blocks" Browser Games

Codeless Game Construction using Construct2 & Construct3

About the Book

Discover how to create online Collapsing Block games using the methods in this single chapter from the "Construct Game Starter Kit Collection". When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of!

I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Collapsing Block game (with "flood-fill") - 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.  

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 examples into your own productions 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 version.

This extraordinarily comprehensive guide will teach you how to: 

- Use Construct - either v2 or v3.

- How to integrate "Same" game mechanics into other game genres such as RPG, first-person shooters, RPG, and Character Development!

- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.

- Analyze current business demand for this game's genre, how and where to deploy it.

- Automatically generate various game board features.

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

This book is a translation into English of Making Collapsing Blocks Browser Games which was originally written in [missing %{oldLanguage} value].

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 Chaplains 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:

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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 “Collapsing Blocks” Genre
      • 4.1 Our Goal
      • 4.2 Game Project Overview
      • 4.3 Design Considerations
      • 4.4 “Collapsing Blocks” Development History
        • Historical Family Tree — what was …
      • 4.5 Game Mechanics (GM): Logic & Rules
      • 4.6 Game Mechanics (GM): Data Structure
      • 4.7 Featured Ingredients Summary
      • 4.8 Create a “Game Loop”
        • Deeper Dive: Creating “Add-ons” & “Extensions”
        • Deeper Dive: Creating External Project Files?
      • 4.9 Conclusion
  • Part II: C2 Production
    • 5 C2 Production: a Step-by-Step Tutorial
      • 5.1 Game Mechanics Used:
      • 5.2 C2 Project Creation
        • About Your Project:
        • Project Settings:
        • Configuration Settings
      • 5.3 Design Consideration: CMS, PWA, or SWPA!
        • Creating a C2 SWPA Game Version?
        • Creating a C2 CMS or PWA Game Version?
      • 5.4 Game-Play “Layout”
        • The “Computer Terminals”
      • 5.5 Event Sheets — Game Mechanics Rules, Logic, & Data
        • Gameboard set up
        • Gameboard Capturing Groups
        • Game Prototype (Alpha)
        • Moving to a “Functional Architecture”.
        • User’s Interface as “Functional Architecture”.
        • Deeper Dive: Human Reaction Timing
      • 5.6 Part II: Summary and Conclusion
        • Design Option #1
        • Design Option #2
  • Part III: C3 Production
    • 6 C3 Production: a Step-by-Step Tutorial
      • 6.1 Game Mechanics Used:
      • 6.2 C3 Project Creation
        • About Your Project:
        • Project Settings: Color Theme, Startup & Display
        • Configuration Settings: Advanced & Editor
      • 6.3 Design Consideration: CMS, PWA, or SWPA!
        • Creating a C3 SWPA Game Version?
        • Creating a C3 CMS Game Version?
      • 6.4 Game-Play “Layout”
        • The “Computer Terminals”
      • 6.5 Event Sheets — Game Mechanics Rules, Logic, & Data
        • Global Variables
        • Gameboard Setup
        • Game Mechanics Rule: Comparison Searches
        • Deeper Dive: Using Highly Optimized Searches
        • Game Mechanics Rule: Discover Matching Groups
        • Game Mechanics Rule: Assigning Points per Cells
        • Game Mechanics Rule: Vacancy Management
        • Deeper Dive: Human Reaction Timing
        • Game Mechanics Rule: Swapping PaintChips
      • 6.6 Part III: Summary & Conclusion
  • What’s next?
    • 7 Game Distribution & Marketing
      • 7.1 Introduction: 8-Step Deployment Method.
      • 7.2 Selling Directly — The Advantages
      • 7.3 Book Review Protocol
      • 7.4 Tell the world about your game!
    • 8 Conclusion
    • 9 Bonus Development Content
      • 9.1 Certification Examination
  • 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: 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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