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  • Here you go. It's not that hard, just a little tedious to set it up.

    For ultimate control, use 2 types of white keys, with 1 indentation (for keys like Do, Mi, Fa and Si) and with 2 indentations (for keys like Re, Sol, La). That way there won't be any overlapping problems with black keys triggering the white keys bellow (you will need to adjust the collision polygons). In my example I just trimmed the collision polygon on the white keys to be just below the blacks.

  • What Aphrodite said.

    If you have a long list of scrolling stuff, Just make sure that your layout is high enough to fit them all. Otherwise you wont be able to scroll to the bottom (unless you use Unbounded Scrolling set to Yes, in the Layout Properties).

    The Sine behavior is just for illustration purposes, in practice you will hide the Camera Sprite.

  • I am also confused about the While condition. But in your case, do you really need it? What happens if you disable it and leave only the x<= 6 condition..?

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  • You are welcome!

  • These events are called sub-events. There are many ways to create them. I use the "B" shortcut that creates an empty sub-event. The "S" opens the Add event dialog, so you can immediately choose a condition. Finally, if you right click on the furthest left side of a condition (just right before the icon of the object that the condition checks), a menu appear that has many important choices, the first of all being the "add" in which you will find the sub-event options.

    And yes, this is a very useful thing, not only it saves you space (because you can nest many sub-conditions that have a common condition on top and those conditions can nest sub-events by them self etc), but since they act hierarchically, you can create complex events that pass along actions from the parent conditions to the child conditions whenever the parent is true. This has the added bonus of being very efficient, since when a top condition isn't true, all sub-events are ignored and C2's code is being read faster per tick.

  • First make sure that the Instance variable you have created is of the Text type.

    To set the Instance variable of the Player object, create an action, double click on the Player Sprite Object, double click on the Set value (under the Instance variables category), pick the Direction variable (that you had created before) from the list (it should be the only one existing) and on the Value field type the direction you want to set e.g. "Right" with the quotes.

    Do that for every direction, just like in my example.

    The same applies when you check the content of a variable (compare variable) in a condition. You type the corresponding direction with quotes (e.g. "Down") and Construct only triggers the down animation when the condition is true.

  • A0Nasser , I remember that tulamide had made a topic with some audio specific suggestions not so long ago. I think that all points mentioned there are still missing and some of them include in a way most of the things you mention about the audio plugin https://www.scirra.com/forum/viewtopic.php?f=146&t=88745.

    I am saying this just to prove that the audio part in C2 does indeed require attention, in its current state it has some over the top futures (Doppler effect) and it lacks some basic stuff, like panning, a quick and easy way to do mixes, fades, synching e.t.c.

  • Just apply the same actions for the other blocks and add a "wait 1 second" as the first action.

  • Nice, although I don't understand why the overlapping is on the X axis. For the most part it works though. Some issues remain when the blue box is on the left/right edges of the platform. But these might be irrelevant with your actual gameplay mechanics

  • You are welcome!

    Now that I think of it, I think that this is more like something that you want. Even if the game play is totally different from what you have in mind, the pin mechanics follow what you describe.

  • No problem, I am glad to help.

    So, in my example, events 6,7,8 and 9 are checking the key-presses and store a "direction" into an Instance Variable. This variable exists on the Player Sprite object. Click on the Player and you will see on his properties that under the "Instance Variables" category, a Variable named "Direction" exists and it's initial value is "Right". You can add/remove/edit Instance Variables by clicking on the "Instance variables" link.

    So, after the direction is stored in the variable, events 10 and 15 check if the player is moving or not and then, within the sub events, decide which animation should be played.

    You don't have to use an Instance variable, you could use a global variable and the result would be just the same, but in practice you want less global variables, for organization purposes.

    I hope that makes sense

  • Arima these are the famous Greeklish and spy84 is giving me a very touching praise

    spy84 Thank you very much for your kind words

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eli0s

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