Hi pixelink. Convince me why you shouldn't go with the Clickteam product.
Marv
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Open a TicketHi pixelink. Convince me why you shouldn't go with the Clickteam product.
Marv
It should be mentioned that Fusion's pause system has some big limitations. For one, it pauses everything . If you want to have a working pause menu for example, you're out of luck. Also, the pause must be resumed with a key - you can use a gamepad to pause the game but not to unpause it. For those reasons, I had to spend a day or two reworking all of my code to make my own pause system.
One of the big differences is their approach to programming - Fusion makes things easy and if it can't do something it will skip it and carry on - for example if you ask it to delete an object that may or may not be there you can just say - destroy object. In Game Maker you have to first do a test to determine if the object is there and then only can you say destroy it, if you don't do that it will crash with the message: Can't find object. (Fusion has NEVER crashed with a can't find variable / can't find object error and unless you've use Game Maker you'll never know just how amazing THAT is!)
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I had never appreciated this. Color me grateful! Fusion even seems to not mind when you divide by zero.
Can tell me about the Particle system.
I know how it works... but what about performance and are there any limitations?
Does the saving of INI files etc work with the HTML5 export?
Hi pixelink. Convince me why you shouldn't go with the Clickteam product.
Marv
LOL.... good question.
Can't answer it yet.
Does the saving of INI files etc work with the HTML5 export?
Yes, but not in the limited version.
Also.... my plans are to mainly to use it for interactive Multimedia presentations and even website animations along with making games too.
Are there any good examples of non-game creations around so I can see what people have done!
There is not a lot out there for Multimedia anymore that can do both html5 and exe's
I tried Opus Pro trial, nice features but trying to get the download or even purchasing was very difficult... they hide it on their site. And support WAS AWFUL... I said no thanks.
You guys have been great to take time to help me.... big Plus!!!
Yes, but not in the limited version.
ahh.... good to know.
Guess I will need the additional exporter too.... cha-ching! $$$
Are there any good examples of non-game creations around so I can see what people have done!
Check out Please login to see this link. and Please login to see this link..
Check out Please login to see this link. and Please login to see this link..
Okay...Thanks
BIG - BIG QUESTION!!!
Does the html5 exported (including the additional exporter) allow me to make the output responsive...
as in ... as a fluid responsive website is??
Is their a setting in Fus2.5 or do I have to do it myself?
Okay... I found the answer to the RWD question.
I guess there is a setting on the optional Html Exporter where you can make it fit the browser and keep aspect ratio....
I found it here....
Please login to see this link.
Thanks
I think this may be impossible because a game is usually interactive, but I will ask anyways.
If I were to just create an animation with no interaction...
Can I export it as an AVI movie??
I've never used Godot, so anything I have to say will be of limited value, but since no one's said anything about it yet, I thought I'd offer a view anyway.
Since web animation is one of your primary uses, a very important question to ask is: where will you be making those animations: in GameMaker/Fusion/Godot, or in an external program (After Effects, Toon Boom, Spine, etc.)? If it's the former, then Godot will have a significant advantage. It has a built-in animation editor that appears to be very solid. Fusion's animation editor, on the other hand, is...well, virtually non-existent. It has no support for keyframes, vectors, bones, scaling/rotating/distorting, timing changes, or just about anything else you'd want in an animation editor. You're basically limited to image sequences, with some rudimentary drawing tools thrown in. The exception may be Spriter, which has some Fusion support via a (paid) extension available on the Clickstore.
If you'll be animating in some external preferred software, then that will probably be fine. That's what I do - I make all my animations externally and then import as image sequences, and so I don't really need any other features in the animation editor.
But for me, all arguments for/against Fusion and Godot should stem from how you react to this image (from Godot's marketing materials):
Please login to see this picture.
Fusion's raison d'être is that you'll never ever have to see anything like that. Yes, it has an expression editor that lets you input some potentially complex calculations on a per-line basis, but you'll never work with chunks of code like this that actually look like...well, code. For some people this is a turn-off, while for others it's a turn-on. How comfortable/willing/enthusiastic you are about syntax-based, hand-typed scripting should determine whether you even consider Godot (or Fusion) or not.
I think this may be impossible because a game is usually interactive, but I will ask anyways.
If I were to just create an animation with no interaction...
Can I export it as an AVI movie??
You can easily create a Fusion project that just outputs a passive animation. But to actually export it as an actual .AVI file? No, I don't think so. But if you're thinking of using Fusion as an animation creation program then, as I said above, there are better options out there for you.
Display MoreI've never used Godot, so anything I have to say will be of limited value, but since no one's said anything about it yet, I thought I'd offer a view anyway.
Since web animation is one of your primary uses, a very important question to ask is: where will you be making those animations: in GameMaker/Fusion/Godot, or in an external program (After Effects, Toon Boom, Spine, etc.)? If it's the former, then Godot will have a significant advantage. It has a built-in animation editor that appears to be very solid. Fusion's animation editor, on the other hand, is...well, virtually non-existent. It has no support for keyframes, vectors, bones, scaling/rotating/distorting, timing changes, or just about anything else you'd want in an animation editor. You're basically limited to image sequences, with some rudimentary drawing tools thrown in. The exception may be Spriter, which has some Fusion support via a (paid) extension available on the Clickstore.
If you'll be animating in some external preferred software, then that will probably be fine. That's what I do - I make all my animations externally and then import as image sequences, and so I don't really need any other features in the animation editor.
But for me, all arguments for/against Fusion and Godot should stem from how you react to this image:
Please login to see this picture.
Fusion's raison d'être is that you'll never ever have to see anything like that. Yes, it has an expression editor that lets you input some potentially complex calculations on a per-line basis, but you'll never work with chunks of code like this that actually look like...well, code. For some people this is a turn-off, while for others it's a turn-on. How comfortable/willing/enthusiastic you are about syntax-based, hand-typed scripting should determine whether you even consider Godot (or Fusion) or not.
Yeah... the code doesn't scare me, I just don't want to do a lot of it for multimedia and games.
I hear ya about the keyframes. Which is fine for some stuff... but try to create an interactive presentation with moving parts, buttons and the like using say Animate CC.... AnimateCC is very lacking in html output. You can do bones and keyframes. And they give you a few basic html elements... but it has no text box, database and text file saving ability built in unless you code your own with javascript.
What I like about Fus2.5 is it has it all. Like you said, I can do a sprite animation in an external program and just bring it into Fusion.
I see no trouble doing that since an app that outputs html is going to "dumb" down the animation to sprites anyways.
I have a program called Hippani Hippo Animator... the GUI is tacky, but it outputs good html stuff using keyframes.
The problem with keyframes though... is that the animation can only go as fast as the framerate. Which is fine for some things.
But using a game engine to do interactive media, games, and can move objects at a much better speed without framerate limitations is a plus.
And where else can you get a built in particle system that fusion has in one app!!!
Am I convincing myself!!
You can easily create a Fusion project that just outputs a passive animation. But to actually export it as an actual .AVI file? No, I don't think so. But if you're thinking of using Fusion as an animation creation program then, as I said above, there are better options out there for you.
That's what I thought. I guess I could always record the screen. I have a good screen recorder that can do a high frame rate.
Like I said.... I have....
Animate CC (which is basic)
Hippo Animator which doesn't have bones, but has more html options
After Effect for videos.
Blender for Sprite creation and animation... I can even do games in it... but it doesn't have a good html exporter.
So, basically I am looking for an all-around tool and Fusion seems to be the ticket!
Side Note:
I just checked out your Spryke trailer.
Wow... your site and game looks amazing....
Did you do that in Fusion 2.5??
QuoteThat's what I thought. I guess I could always record the screen. I have a good screen recorder that can do a high frame rate.
Yeah, I think this would be the way to go. If you're not needing to churn out 20 videos a week for some reason, then this should be pretty painless.
QuoteI hear ya about the keyframes. Which is fine for some stuff... but try to create an interactive presentation with moving parts, buttons and the like using say Animate CC.... AnimateCC is very lacking in html output. You can do bones and keyframes. And they give you a few basic html elements... but it has no text box, database and text file saving ability built in unless you code your own with javascript.
I'm surprised to hear that, since Animate CC is the descendent of Flash, and Flash was all about interactive stuff, and I figured that Adobe would have pushed the HTML side really hard now that the SWF is dead. I used to use Flash a lot back in the day for multimedia stuff (Please login to see this link.is one I'm still pretty proud of, although it's 11 years old). I used to love Flash - or I thought I did, until I started using Fusion, and instantly realised how much I hated Flash. Not just because of the Actionscript coding (though going syntax-free with Fusion was a huge part of the appeal for me) but also just the general workflow. Even though the Fusion interface is not without its foibles, it's still miles ahead of Flash (and probably even Animate CC) in terms of usability and power.
QuoteSide Note:
I just checked out your Spryke trailer.
Wow... your site and game looks amazing....Did you do that in Fusion 2.5??
Thanks. Yep, Fusion 2.5
I make the artwork primarily in Photoshop, and animate in Toon Boom Harmony (it's expensive and subscription-based, but is a fantastic piece of software that's a joy to use). And the rest is all Fusion 2.5.
Why dont u just try it? theres a free version u can play around in
That's what I thought. I guess I could always record the screen. I have a good screen recorder that can do a high frame rate.
Like I said.... I have....
Blender for Sprite creation and animation... I can even do games in it... but it doesn't have a good html exporter.
Actually...
Please login to see this link.
Export your 3d scenes directly to a web page with WebGL. Including all animations, and there's even a simple visual logic node editor for visual coding.
logic editor manual entry: Please login to see this link.
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