making games with Clickteam Fusion is...

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • You are developing a series of instructions for the computer to follow ... that describes programming.
    Is it old style traditional typing in syntax? Nope

    Age old argument usually stirred up by people who want you to type in commands.
    Usually its just someone without the knowledge and vision on better and faster ways to get the job done.

    If you get the job done it doesn't really matter how you did the job.

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  • I suspect that people who say it's not programming haven't actually used Fusion, and are imagining it to be something it isn't. They probably imagine that Fusion is largely comprised of pre-built modules and systems, with the user merely choosing which ones to use, and in what order.

    For example, imagine an extremely simple 'game' where the aim is to walk from the left side to the right. You could do this by giving an active object the built-in platform movement, placing a backdrop as the ground, and making an event that ends the application when the player reaches the right edge.

    One could rightly argue that there was very little programming involved in the above 'game'. The movement, the physics, the keyboard input, the collision, are automatically taken care of by inbuilt pieces that were made by Clickteam, not the game creator. What few decisions the creator makes would largely be design decisions: how is the player skinned, where does the player start, is the path unbroken or are there gaps the player must jump over.

    I think some people assume that the majority of the Fusion experience involves choosing from a buffet of readymade modules: that you not only have inbuilt movements, but readymade npcs, readymade AI, readymade weapon systems, and readymade everything else. If this was the case, then indeed making a Fusion game would be more about design than programming.

    But as you know, Fusion doesn't work like that. While there are some readymade modules that give you instantly functioning movement and physics, for example, the user still has to make the majority of the decisions regarding most aspects of the game - not just the what, but also the how.

    If you want a bullet to shoot in the direction of the joystick, or an enemy to chase the player, or a kick to have more reach than a punch, you have to figure out and create the logic for all of that yourself. The only difference is that you'll do it using a visual, drop-down-menu-based language rather than a text-based one that relies more on your memorisation of syntax.

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  • MMF2 not programming? Really?

    At the least, MMF2 is a lazy programming style with point and click (to tired to press the keys on the keyboard ;) ) but you are TELLING the game WHAT to do! The game I am currently making is at 250 events as of now and far from complete. If someone said to me that was not programming then by that same logic, neither is VB.net form applications. If there was no programming involved then MMF2 should be able to make any game with a single click! Of course, that is not the case and doing many things in MMF2 can actually be very difficult and require clever thinking to get around.

    My experience? C, C++, Z80 asm, x86 ASM, PIC asm, VB, VB.net, C#
    My verdict? MMF2 is a high level programming language that allows users to point and click instead of type!

  • It doesn't conform to the conventions of traditional programming languages, but it is programming in the sense that if you create your own mini computer within Minecraft it is programming. The distinction that Corentin made during a Please login to see this link. was that it was a programming tool rather than a programming language and I think that might be a helpful way of thinking about it. Using a programming tool is programming just as much as using a conventional programming language is programming, it's just a different way to convey the instructions. Fusion is high level programming because of the layers of abstraction and the heavy use of libraries that separate the activity of the programmer from the underlying device behaviour, but it is a form of programming nevertheless. However, saying it is also a way to "develop games without programming" is true if you limit your definition of 'programming' to 'programming using a conventional programming language'.

    .:::.Joshtek.:::.

    Visit Please login to see this link. to publish your freeware Click games and play games made by others or check out Please login to see this link. to enjoy or contribute to our archive of over 3,200 older Click games.

    Edited 3 times, last by Joshtek (November 11, 2017 at 11:27 PM).

  • .......the actual reason I even like making games! No, seriously, it is.

    I do think it can fall under both programming and designing, since you design the levels, but tell Fusion how to play the levels, so yeah. Win win.

  • I like this topic :) I remember when I first started using Fusion I felt a little guilty - like maybe I was cheating on programming? Hah! sounds ridiculous... I know >.<!

    Once I started to really learn Fusion I realized how complex you can make your games, and how in depth you can get with the code. Yes you can make simple games with very little programming but once you move on from that, it gets really fun! And it's so much easier, so I moved on from that thought pretty quickly! So yes, I agree you are both a designer and a programmer, maybe not in the traditional sense but it doesn't change that fact.

    I recently created a memory game in javascript for a class, while it was a lot of fun - I kept thinking the whole time I could do this a lot faster with Fusion! :)

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  • You aren't typing out code but you're still using all the same logic and math you'd be using in any other tool. The under the hood stuff is all handled for you so more time can be spent actually working on the game itself instead of fiddling with bits and pieces. You can create simple games a lot faster in Fusion than you could by coding it from scratch. Extensions can add more functionality to the base product so even if it's not a built in feature people can create those features for the community. Fusion does have its quirks and limitations but those only really become apparent if you're making something pretty complex. Fusion 3 will improve things drastically as everything is being done from the ground up to make it the best it can be.

  • It doesn't matter - if you're good, nobody will be able to tell what you used. Anybody that looks down on Click products because it's not real programming (and I agree - it isn't. I am under no illusions...) I would challenge them to whip something up without using the shoddy default movements and etc. At that point, it may as well be programming.

  • I'm just happy I don't have to type anything to make stuff happen. I remember another software I used before that required you to use script. Just being able to fire a bullet required you to write a damn novel. Now -----> Launch an object. I just love that stuff

    Clickteam is the king! Feel free to quote me on this :D

  • Hi developers, one big question: making programms and games in Clickteam Fusion is programming or designing? Somebody says it isn't programming.

    considering that everything you learn in Fusion 2.5 you can basically do in C++ its more like Pseudo code than anything. I would say its a Pseudo Code IDE. Fusion 3 being more C++ like means it won't resemble Pseudo code as much which I like. I tend to use Fusion as both for developing games in their entirety as well as a programmers aid to test out ideas before they're implemented. It serves its role.

    Professional Game Developer

  • Programming is "making the computer do what you want". Any tool that does that is programming. In the old days it was moving wires and switches. Later, assemblier was used. Next, COBOL, Fortran etc... As the computer and GUI developed more options became available. These tools will change as better standards and other tools come about such as AI, voice control etc... Today Fusion 2.5 uses the graphical and visual programming style. Its still is used to "make the computer do what you want" and therefore is programming.

  • ... my lifeline to bringing designs to life in an efficient, cohesive, affordable, and FAST manner.

    It is very much programming, just in a easier method of displaying the data, and us not having to reinvent the wheel OVER and OVER for displaying and controlling the same types of elements in a project (computer games have been worked on since the 1960s). Prototyping is close to immediate to have something playable. You can add in in-depth code to expand things if you desire. Those that know TNG Star Trek, I tell them it is like having a 2d holodeck at your fingertips.

    Kids can use it. Adults and elderly can use it. Depending on the input device, physically impaired people can use it.

    It allows those that are not math or programming code brains but creative and artists, to be able to bring their creations to life, and for others to be able to enjoy their little worlds they have created.

    The Clickteam Community has been amazing for DECADES. That is ancient era in internet time. BEFORE Amazon and IMDB, and way before Facebook, Linkedin, Myspace, Yahoo, AOL. This community is what helps others learn, adapt, and grow. The example files that are shared help many of us see how they used the Fusion to make wonderful apps and games, or little effects and widgets that help bring our game ideas to life.

    Always do good things! Learn, help, play, & adapt.
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