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Kick off your book project in 2 hours, get started with GhostAI in 2 hours, or do both! Free live workshops, on Zoom. You’ll leave with a real book project and a clear plan to keep going. Saturday, June 27, 2026.
Bought separately
$459.91
Minimum price
$79.99
$99.99
About the Bundle
Start your own Codeless Game Studio for passive or secondary income! This bundle shows you how to develop products and manage your gaming projects with my 35 years of experience. You'll quickly learn how to build various gaming prototypes and then deploy your gaming releases. You can choose individual books from 16+ popular game genres and 19 subgenres for your product line. Learn how to capture game industry market share and who is playing your games.
About the Books
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!https://leanpub.com/cgc-starterkit
Siloed RPG "trade secrets" revealed!
Discover how to create Role-Playing Games using the methods in this expanded chapter from the Construct Game Starter Kit Collection. When you finish this workbook, you will have a production pipeline ready to create as many different RPG games as your imagination can dream up! This is the tool I use in my game production studio that solves RPG Data-intensive operations! You'll also get bonus content, downloads, Construct, PHP, and SQL source code examples, game variation tweaks, and references on how to do everything that works and does not work within this game design workbook. You could copy and paste any examples into your productions and then modify those resources with your bespoke artwork. This workbook will guide you in creating several RPG Game Mechanics (GM) styles as stand-alone or "Content-as-a-Service" (CaaS) by using an innovative approach from "Headless Game Design". We will use those game mechanics, front-end display mechanisms, and these development methods found in the Headless Game Design. By the end of this workbook, you should have a fully functional "RPG" game prototype - not just a copy of my game, but your very own product using your gaming assets. A supporting website is also available to download the bonus content included with your workbook's purchase. This extraordinarily comprehensive guide will teach you how to:
Discover how to create 10 online games using the methods in this "Code-less Game Design" course. When you finish this course, you will have a production pipeline to create as many different online game genres as your imagination can dream of!
This course is based on the popular Construction Game Starter Kit Collection -- available as a separate bundled set. You can elect to purchase workshop instructor or student packages. Each package has download examples, Construct2 and Construct3 source code, abridged references. In 12 sequential lessons, you learn how to do every single thing in this workshop course, so you can mimic these lessons in your own game design and then modify your game resources for your own purposes.
I will guide you in creating several "Game Mechanisms" that typically appear in all online games. You can combine these mechanisms to support your chosen "Game Mechanics". By the end of this tutorial workshop, you should have a fully functional bespoke game using your own artwork assets. More importantly, you'll have a collection of source code "snippets" to use in further game production.
This extraordinarily comprehensive course will teach you how to:
Discover how to create online Strategy games using the methods in this single chapter from the "Construct Game Starter Kit Collection" workshop. This chapter leads you through Military Strategy and "Decision Science" game development. This workbook tutorial has both Construct v3 & v2 encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke "military conquest" game, artwork, and features.
When you finish this Workbook tutorial, you will have a production pipeline to create as many different "Military Strategy" games as your imagination can dream of!
I would like to guide you in creating several styles of Strategy and "military history" 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 Strategy game (with "importable maps and NATO military symbols") - not just a copy of my game, but your very own product using your gaming assets. There is a supporting website where you can download all the bonus content, instructor guides, and PowerPoint slides included with your workbook's purchase.
The bonus content, download examples, and source code references show how to do every single thing in this game design workbook, so you can copy and paste any example into your productions and then modify those artwork resources for your purposes. General Game Licenses are included with this purchased book if you wish to simply copy and publish my fantasy strategy game version.
This extraordinarily comprehensive guide will teach you how to:
If you have any feedback or suggestions please join our email listing or participate in the forum for this workshop course - https://leanpub.com/cgc-starterkit
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:
If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
Have you ever had an idea about a new game? But dealing with how to start programming such a project, selecting its components, data structures, and logic flow is a daunting task if you've never had any experience with any of those things before -- AND if truth be told, even for those seasoned game developers too! You want to test your idea before committing any time, energy, and possibly money to only those brilliant "Minimum Viable" gaming products (MVP) instead of a "DUD"! You need a tool to evaluate your game ideas quickly... you need a "Game Prototyping Tool™"!
Discover how to create online rhythm and audio games using the methods revealed in this workshop. Completing this tutorial and the provided supplementary content will give you a comprehensive production pipeline to bring your audio game ideas to life!
You will also receive bonus content, downloadable examples, source code, and references with your purchase. This game design workbook allows you to copy and paste examples into your custom audio projects, which you can modify for your unique products. General game licenses are included with the workbook.
My aim is to guide you in creating various audio game mechanics. We will explore the game mechanics, systems, and development methods discussed through five music skill development games. By the end of this workbook, you will have crafted five fully functional music rhythm games. These will not be replicas of my games; they will be your unique creations featuring your own sound effects and audio assets. A supporting website will allow you to download the bonus content associated with your workbook purchase.
This extraordinarily comprehensive guide will teach you how to:
This innovative collection of combat engines uses a dynamic tactic menu and narratives. It also supports "Play By Mail", "Play By Email", and Comic Book publishing. You can easily integrate these combat engines into any game genre's conflict encounters -- it is designed to replace the traditional "die-rolls" with more interactive combat participation.
I use this collection of conflict resolution systems in several of my RPG Series and other gaming products. Each system is a "stand-alone" and "In-Game" module that can replace, add to, or substitute any conflict resolution system in any game.
• Deployment modes -- single-player, multi-player, client-side only, and client/server.
• All are turn-based -- meaning each player submits their tactics during a combat round.
• 'Game Turn Orders' (GTO) are submitted sequentially or simultaneously.
• These are NOT tied to any gaming rules. This gives you the freedom to dictate, weapons used (physical or 'abstract' as in magic spells), damage inflicted, and duel termination conditions.
(also available as a single chapter purchase)
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