
Just in case you are wondering what the event should look like, here it is (line 6) We will use this for aiming when we shoot our object, it will aim towards the hidden object under our mouse. So basically, always set the red square to the position under our mouse. This event is saying “Always > Set position to Xmouse,Ymouse”. In the same condition, right-click on the same tile and select Position > Set Y Co-ordinate.

Once inserted, hover over to the Detector object (little red square icon), right-click and select Position > Set X Co-ordinate. Insert a new condition, right-click on the ' Special' object (the first icon – cogs) and select Always. We are going to perform a bit of magic with that too. Remember that 'Detector' object we placed in earlier? (The Little Red Square). Repeat this for the crate, like this image. Once inserted, hover over to Ken, right-click and insert Movement > Stop. Insert a new condition, right-click on Ken and select Collisions > Another Object and select the Crate object. We need to assign a Movement > Stop to both Ken and the Box. We also need to tell Clickteam Fusion 2.5 if Ken collides with a box, stop. Collision with Backdrop and Collision with another Ken. Insert a new condition, right-click on ' Ken' our player, and repeat the above 2 steps for Ken. Let's continue and make our game come to life. We have done this in just 2 simple events. To do so, do not click on the Run Frame icon as you are used to do, but click on the Run Application icon.If you run your game at this point, you will see the boxes now stack on top of each other and don't fall through the ground. You can now play your game from the start. In the actions menu choose the option " Restart the application".

Move your mouse under the Storyboard Controls object, and click with the right mouse button. Choose the option " Is the timer equal to a certain value".Īnd in the following dialog, enter 10 seconds (you can drag the bar or type the number in). Click on New condition and in the New condition dialog box, right click on the Timer object. You might guess that we are going to use the Timer object to do this. What we want to do is simple : display the high-score table for 10 seconds, and then, restart the game. As you can see, the list of events is empty. Click on the Event editor button in the tool bar. We now have to program the events of our little high-score frame. Personally I chose a Arial Bold font, size 20. Do not forget to change the font of the object by clicking on the "Text Options" tab in the property toolbar. In the property toolbar, you can now see all the properties of the object.

Select the option " Insert" / " New object" in the main menu, and choose the Hi-score object. Position it properly so that it covers the entire white, play area. Locate the object ScreenHighScore in the library window and drag & drop it onto the frame. We are now going to drop some objects into the frame : click on the " 2" button to go to the Frame editor.įirst of all, we are going to drop a background object with a nice picture.

You can immediately see that a new frame has been added to our application. The storyboard editor is the place where you can have a global view on your application : it shows all the frames one after the other. Click on the Storyboard Editor icon in the tool bar. You remember, the very first editor that we encountered? Well this is it. To do so, we need to display the Storyboard editor.
