Swing Copters...From The Ground Up

  • 5 favourites


Attached Files

The following files have been attached to this tutorial:



Download now 195.54 KB


Download now 328.31 KB


7,166 visits, 17,832 views


This tutorial hasn't been translated.


Because we named our layers we just need to type it in. Start with "Background". Try to remember that names must always be between quotation marks. You could also leave it at 0, but names are much easier to remember. Set the visibility to Visible. You might be asking yourself "Why set the layer visible when it is already visible?" This is because when we leave this layout we are going to set all layers to invisible. If we were ever to come back to this layout, the layers will still be invisible. Get it? Now repeat the above for the remaining layers.

To preload our sounds add another action then double click the Audio object. Search for Preload (by name) and in the window leave Folder to Sounds (this is where we imported our sounds) and type in the sound file name between quotation marks. Start off with the first sound file in the folder "coin" and finish with "steer".

When you are done you should end up with this.


From one layout to another"]

From one layout to another

We will now need a way to jump to the Game layout. This can be done by getting the user's input or by a trigger in Construct 2. For this tutorial, we will have to depend on the user's input. So when the user presses the play game button, we will start the Game layout.

Create a new event, double click on the Touch object and select On touched object. Click to select the obj_PlayButton.

When the user presses the button we want a sound to be played, set all the layers to invisible, wait an amount of time and then start the Game layout.

Add an action to the Touch event and when the window appears, select the Audio object.

Select Play and type in the parameters as shown below.


  • Order by
Want to leave a comment? Login or Register an account!
  • Why are we creating an event in "Game Over" to add 1 to ScoreCounter every 0.07 if ScoreCounter isn't equal to Score? What is ScoreCounter doing, if the game is over?

    "-System: Every X seconds, where seconds is 0.07"

    Thank you.