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  • In other words, the player only dies if it continues to collide with the object for 3 seconds? Yeah, you should not use "wait" here.

    Try something like this:

    variable collisionTime=0
    
    On player collision with block -> Set collisionTime to time
    
    Player NOT overlapping block -> Set collisionTime to 0
    
    Every tick
    collisionTime not equal 0
    collisionTime less than (time-3) -> Player destroy
    

    You can also do the same with Timer behavior. On collision start a timer "die" for 3 seconds. If no longer overlapping, cancel timer. On "die" timer event, destroy the player.

  • One part of the building ("Building_p2") is not in the family, maybe that's the reason?

    Also, since your game is grid-based and the character is walking from cell to cell, I recommend you use TileMap objects. You can build your entire map with a single or several TileMaps, instead of using hundreds of sprites. Or, you can continue using sprites, but add an invisible TileMap and set tiles where you want your obstacles to be. This way you can easily determine if your character can move in any direction by checking if the tile in that direction is set or not.

    Here is an example (it uses MoveTo addon, but should give you the idea):

  • Flying is different from jumping. If you want infinite jumping, there is a template in C2. If you want your platformer character to fly, you need to set Vector Y on every tick, for example:

    Keyboard "Space" is down -> Player set Vector Y to max(self.Platform.VectorY-10, -200)

  • After you finished generating the terrain, loop through all cells in the array. If current cell value is 0, check cells above (y-1), below (y+1), on the left (x-1) and right (x+1). If they all =1, then change the current cell from 0 to 1.

  • Have you tried following the steps from this tutorial?

    scirra.com/tutorials/1457/screenshot-sharing-ios-android/page-1

  • I meant "Manuel" is a Spanish name. Never mind :)

    Setting System Time Scale to 0 will automatically pause many behaviors, but not music. You will still need to pause music ("Audio set paused..") and then resume it after 5 seconds.

  • I don't understand you. You have problems with saving SpriteFont png? Maybe it's because of the "/" character, you need to remove it.

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  • 1. You can simply disable the ball and players movement for 5 seconds, then resume. Say, if you are using Bullet for the ball, set Bullet state to disabled, wait 5 seconds, set to enabled. Alternatively, you can set System Time Scale to 0 for five seconds.

    2. Add an instance variable MatchesWon to the player sprite. Add 1 every time a player wins the match. If MatchesWon=2, game over.

    PS: Who's Manuel? :)

  • I don't know then. Try using Sprite Font.

  • Try changing these settings:

  • It is the same file. You just need to add line breaks.

    font family=lemonmilkregular

    .

    Events use very little size in exported project. 10 events = ~1 KB

    .

    Google Translate should be able to translate from Turkish quite well. You need to type your questions properly in Turkish, with all punctuation marks. Then translate to English.

  • You need to follow the tutorial to correctly use web font in your game.

    Here is another tutorial:

    scirra.com/tutorials/237/how-to-use-your-own-web-fonts/ru

    .

    What is your native language?

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dop2000

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