Swing Copters...From The Ground Up

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Duplicate frame 0 and drag the new frame to the right end. Frames 0 and 2 should be identical.

Set the origin to the top center and make sure you do this for each frame. Finally, click the Set collision polygon icon, right click anywhere on the Image Editor canvas and select Set to bounding box. Right click again and select Apply to whole animation. Set animation speed to 5 then place the player at position 215, 504.

Make another Sprite object on the same layer. Select all propeller images from the Player folder, delete frame 0, set the origin to bottom center, set the collision polygon to bounding box, animation speed at 15 and position at 214, 504.

Add two more Sprite objects to the layer. Propeller broken left and right. Both are found in the Player folder. Name one obj_PropellerLeft and the other obj_PropellerRight. The origin for both set to the center, collision polygon set to bounding box and position both off screen.

One at position -265, 176 and the other at position -217, 174.

Select the Foreground layer and drag onto the Game layout obj_Pipes and position at 0, 768. If you are using the Free version of Construct 2 put it on the HUD layer.

Now select the HUD layer and drag and drop the following objects onto the Game layout.

-obj_Leader, position at -169, 529

-obj_PlayButton, position at -167, 634

With the same layer selected, add 6 more Sprite objects. From the HUD folder add in the following order:

-Back Button.png, name it obj_BackButton, origin center, bounding box, position -267, 363

-Game Over.png, name it obj_GameOver, origin center, bounding box, position 217, -50

-Get Ready.png, name it obj_GetReady, origin center, bounding box, position 217, -50

-Instructions.png, name it obj_Instructions, origin center, bounding box, position -137, 350

-Score Board.png, name it obj_ScoreBoard, origin center, bounding box, position 216, 865

-New.png, name it obj_New, origin center, bounding box, position 260, 872


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  • dazedangels We us this counter for the Medal screen. If your score is 10 and you die then on the Medal screen. Start at 0 and increase by 1 every 0.07 seconds until 10 is reached.


    Check this vid at 0:36.

    Hope this helps.

  • 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.