• Recent Forum Posts


    Line 6 also has the command to set "start" off...

    Line 6 also has the command to set "start" off which stops the group move from opening, which it does.
    the problem is that it only does this when one of the actives meets the condition, but then the...

    stiggits Today, 07:25 AM Go to last post

    trye to explain what you want your program do...

    trye to explain what you want your program do exactly

    fredetmumu Today, 06:47 AM Go to last post

    line 1 : if flag "start" one of the "active" is...

    line 1 : if flag "start" one of the "active" is on: activate "move" group
    line 6 : if the condition is true: deactivate "move group" BUT when fusion restart the evenements list , line 1 "move" group...

    fredetmumu Today, 06:44 AM Go to last post

    Behaviours in created instances

    Hi, I'm experiencing problems with creating multiples of an object i have made with behaviours,
    it has quite a lot of code in it so I have made a simple mfa to try and
    understand what is happening,...

    stiggits Today, 03:36 AM Go to last post

    hmm, thats a strange problem, if a letter...

    hmm, thats a strange problem, if a letter overlapping matches in the box under it it copies the text over, must be
    a bug with static text box, maybe try the Active system box, you can use the same...

    stiggits Today, 02:16 AM Go to last post

    Thank you, but...

    Thank you, but I seem to be getting a graphical glitch upon overlapping magnets where the text will merge into the other. It's possible to make an event that always restores the text from the...

    ElectricMaster Yesterday, 09:41 AM Go to last post

    Hi, the Static Text box is resizable also, I...

    the Static Text box is resizable also, I made a quick example, I used a fixed width font (Lucida Console) there a a few you could use to make life easier,
    Set alterable strings with the words...

    stiggits Yesterday, 04:38 AM Go to last post

    I need help with textbox collision


    So I've got this game I'm working on with text you can drag and drop
    Many of the ~50 words have multiple strings that get randomly picked at the start of the game
    The only problem is that...

    ElectricMaster Yesterday, 02:58 AM Go to last post

    omg, there is actually a setting for this. For...

    omg, there is actually a setting for this. For anyone having the same problem. Just select the frame and in touch mode select Multi Touch

    droxon Yesterday, 12:26 AM Go to last post

    Multitouch not working IOS

    Okay, I've been trying for a few hours to make this work, but for some reason, multitouch doesn't work in IOS, it works fine in android, but whenever I test in my iPhone it only registers 1 touch at...

    droxon Yesterday, 12:03 AM Go to last post
  • Match-X Engine - Video Timelapse

    Match-X Engine developed with Fusion 2.5 - No AGBO, arrays nor lists. A self-aware and self-running engine. Core framework developed, ready for additional features, polish and modding.

    Here is a video timelapse of me developing a Match-X engine in Clickteam Fusion 2.5. The challenge was to develop a 'self-aware' and 'self-running' game engine. Developing the core game engine to the point where it basically looks after itself, means I can then crack on developing additional features and polish without having to worry about anything breaking with the core engine.

    Total record time was 5hr 30mins, timelapsed down to 20+ minutes. If you are a Pro Member of the ClickFusion Academy, you will find this same video in the Student Hub with a running commentary from myself.

    I won't be releasing this engine (just yet), as I still want to further develop it. I did this video for two reasons, the first being I have never documented myself actually creating an engine from scratch so it was good to look back on the A to Z.

    The second reason was to give you an insight as to how you can approach game design differently. I wanted to develop a self-aware game engine that used no lists, no arrays and no information holders. The only holders present are variables for fastloops.

    This engine contains two objects, Actives and Multi-Touch (Ultimate Full-screen thrown in for effect). But the entire engine is purely based on Active objects, detectors, ForEach Loops and Fastloops. Mostly ForEach loops. Fastloops are only required for strict, immediate routines.

    The rest of the game runs 'with' the game tick, allowing for object scoping and iteration only when required, and these routines are executed by waiting for the correct game state. Some of the game states can fire other game states, which then communicate with each other until there's nothing left to achieve. Then the user can make the next move.

    Time between user moving a successful swap to making another successful swap is less than a second.

    Total events ended up around 140, minus comments/groups. Tested engine on Mobile and HTML5 and maintains a flawless 60fps.

    ForEach loops are only iterated as and when, and are typically scoped down in the conditions before iteration, unless *all* objects in the type need to be looped.

    I hope you enjoy this video and if you do, please don't forget to check out the ClickFusion Academy where you can support me in my quest to teach people Clickteam Fusion 2.5 inside and out and get you on your way to developing your ideas in no time at all (https://clickfusion.academy) - I also have a dedicated online course website (https://oneclick.training) where you can enrol into specific Clickteam Fusion 2.5 courses!

    Thoughts, comments and suggestions welcome
    This article was originally published in forum thread: Match-X Engine - Video Timelapse started by Danny View original post