[Feature Request] - TGF2 and Fusion 2.5 modes for Fusion 2.5 Developer

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  • Hi everyone,

    I'd like to suggest a feature request mainly for instructors who build tutorials for the engine.

    I own Fusion 2.5 Developer and I went with this version so all of the engine features will be available for me, even if I don't really utilize most of them at the moment; but in future I might will. I'm currently not making any commercial games and only work on video tutorials for my local audience in Israel, covering basic stuff. Though I'm looking to build a syllabus for creating games that goes from basic to more sophisticated stuff. The thing is, not everyone (mainly kids and teenagers) can afford the unlimited Fusion 2.5 Developer version of the engine (299 EUR) but only the limited one Fusion 2.5 (79 EUR) or even just The Games Factory 2 (39 EUR) which I found still available for purchase. At the matter of fact I'd just purchased it as well so when I build tutorials for making basic games that could be followed and made just with this basic version, I won't accidentally use/reach a feature/limit that is lifted only in Fusion 2.5 or Fusion 2.5 Developer. But after purchase thought to myself, if Fusion 2.5 Developer has all of the features that Fusion 2.5 and TGF2 have, why not implementing a switch within the engine (or parallel launching EXE files) that can launch Fusion 2.5 Developer in either Fusion 2.5 or TGF2 modes? :o

    I think that this feature would be great and much appreciated by many instructors out there.

    Would love to hear what you think.

    Thanks!

  • No one has replied to this thread yet, and by that time I thought about more things to add:

    I also think that each version of the engine (apart from TGF2 which is the bottom one in the list which shares the same engine) should have an option to save a project with compatibility backward. Though when saving with backward compatibility, the user should be prompt with a warning message saying that any advanced features that only this version has, in case were reached or used, will be removed.

    Such feature would be very useful for instance, with members who are working on the same project that could only afford the less advanced version of the engine; they could still open the files and work on the project, apart from things which lay on unique feature that only the more advanced versions have. If no unique features were in used, colleagues who are using any lower version of the engine could work on everything; from artwork to events.

    Another scenario in case advanced features were in used for instance by colleagues who are the developers of the events/code, is that colleagues who are artists which only need and use a lower version of the engine could still open the project files - just minus the advanced features - and work on artwork/animation for sending back to the developer when done for implementation in the master build.

    Hope that this makes sense. I think outside of the box here and suggest features that could be very helpful for the Clickteam community.

    I'd be glad to hear what others here think. If you think that my suggestions are legit and should be implemented in a newer patch/version please comment below. I trust that if more people will show interest, Clickteam will take these suggestions into consideration.

  • Ok... let me address a few of your points. :)


    I also think that each version of the engine (apart from TGF2 which is the bottom one in the list which shares the same engine) should have an option to save a project with compatibility backward. Though when saving with backward compatibility, the user should be prompt with a warning message saying that any advanced features that only this version has, in case were reached or used, will be removed.

    As far as I know there is some backwards compatibility. I have loading in to the latest version, many peoples programs, and they work just fine. Although you do sometimes have to find and install any plug-ins that their program used.

    You cant just expect the latest version of 2.5 to load in programs from 2 or 1.5 etc etc....The engine was either rebuilt or extensively added to (as far as I know).

    Such feature would be very useful for instance, with members who are working on the same project that could only afford the less advanced version of the engine; they could still open the files and work on the project, apart from things which lay on unique feature that only the more advanced versions have. If no unique features were in used, colleagues who are using any lower version of the engine could work on everything; from artwork to events.

    See my above answer....you can do this...to an extent.

    Another scenario in case advanced features were in used for instance by colleagues who are the developers of the events/code, is that colleagues who are artists which only need and use a lower version of the engine could still open the project files - just minus the advanced features - and work on artwork/animation for sending back to the developer when done for implementation in the master build.

    I understand what you mean........ but if one of those advanced features was directly connected to either, for example, the animation feature, or perhaps the graphic/sprite area, then they would not be able to work on it within the program as it would not work.

    It is far better to let your artists work outside the program and the coders just import their work in to the more advanced version. I believe that is what most people do.

  • Thanks Dex for the reply.

    Actually, I've loaded in my Fusion 2.5 Developer many old things that I made back in Klik & Play / TGF1 etc; the engine does know how to handle these old files, so we're all set as far as opening old applications in concerned. The problem comes when a Fusion 2.5 user wishes to open a Fusion 2.5 Developer file, or TGF2 user wishes to open either Fusion 2.5 or Fusion 2.5 Developer files (with or without the DLC).

    You have a point there when you said that artists should work outside of the program. But my point is if none of the advanced features of the more advanced version were reached/used in given application, there shouldn't be an issue for users with less advanced versions to open and launch the application files. Because you don't always utilize the advanced features that the more advanced version has, yet you still use the more advanced version because that is what you bought in the first place. I don't think that just because we went advanced and for instance bought the Developer version, this means that we cannot save the files to be compatible with the less advanced versions for working with other colleagues who have the less advanced versions. I think that the best way maybe would be if we had an option to launch the more advanced version in either Fusion 2.5 / TGF2 modes from start. That way you can't go wrong and use more advanced features as they will be disabled in the first place.

    I for one purchased Photoshop CS6 many years ago, but not everyone can afford it (nor the CC monthly subscription) and therefore use the engine's built-in picture editor. Many of these artists and animators who mainly work on pixel-art based artwork and animation don't really need the advanced features of the engine, but they do need to work on the sprites from within the engine, whether you need the intuitive grid for checking how your tiles work together or to manipulate hot spots / action points. And having the event editor in their hand (even the more limited one of TGF2) would be a plus.

  • Well.......... as far as your point on Photoshop CS6 (great little program) I totally understand that people cant afford it. However, I dont know if you know but you can get paint programs (paintshop pro) for free. I do use photoshop when i have to ...along with others...but because I remember using the old DPaint (MANY years ago! LOL) I actually like Paintshop. Its a great package and full featured.
    If you would like I can pm you a link to them so your artists can download and use it....and it is not "ripped" or "pirated" :)

    but they do need to work on the sprites from within the engine, whether you need the intuitive grid for checking how your tiles work together or to manipulate hot spots / action points.

    What I would say on this is.... As for the action/hotspot point.... I would leave that to the programmers as they can do it in just 2 clicks.
    But the grid point is more valid IMHO. What I would do if I were you is to tell the artists when designing the sprites, to set up a grid (the same size as the game engine) on a new layer, then they can design the sprites to the correct size.

    Then in Fusion, all they need to do is to set the snap to grid option...resize it to the same size as you told them, and then place the sprites to check if they work.


    However, what your after, the whole idea of... I think that the best way maybe would be if we had an option to launch the more advanced version in either Fusion 2.5 / TGF2 modes from start is maybe something that could be done... abit like a duel-boot for a computer?....so the best thing to do is to post it as a feature request. Maybe they will do it in 2.5 / 3?

    However, good luck in your game design. :)

  • Thanks Dex for the reply.

    I do not have artists that I'm working with at the moment, nor I can call myself a game designer just yet. I designed many full length games with Klik & Play and The Games Factory 1 many years ago for my friends to play, but now I do not have time to design a complex full length game. I mainly think big and out-of-the-box while working along with the engine, learning the new UI and the new features, and encounter with possible things/features that come to my mind. I always liked to help others and I raise up things which I trust could help the community, and me as what I'm willing to be nowadays as an instructor. That is why I posted this thread as [Feature Request] in its title - is there another way to ask for feature requests? Hope that I didn't post my request wrong...

    And yes, developers can work and fix hot spots / action points, but if it's for a bunch of sprites of an object or worse of a full featured character, this could be time consuming for a developer that his/hers main position is to work on code and logic. He/she can of course guide the artist of how and where to position the hot spots and action points, but that should be it from my point of view. Unless of course the developer is also the artist or have time to work on art as well.

    Didn't know about a free version of Paintshop Pro. Though as you probably familiar with this, once you get used to something it's really difficult to move to something else. I remember using Paintshop many years ago. Think that I got it with a Parallel RS-232 serial port Wacom tablet back in the early 90s (yes, I'm that old XD) - way before I could afford Photoshop. It was my partner painting tool to go with Klik & Play back in the day. But jumping to present, my current will for my basic tutorials is to use the defaults of what the engine gives, so course attendees won't need to leave the engine for working on artwork elsewhere. Later on I may create extra lessons for working on artwork on 3rd party tools. There are free and also affordable painting tools out there which were built mainly for pixel-art artwork and animation. I for one can recommend from my own experience a tool called "Aseprite" for artwork and animation ($14.99 USD) - what's cool about this tool is that its interface is actually built from pixel-art(!). And there is also "Pyxel Edit" ($9.00 USD) which is great for building Tiles of your artwork. It's currently in beta and therefore costs less than 10 bucks, yet it entitles the buyer with all future updates for free. I don't do any public relations services here. I just purchased both tools and can highly recommend them from my own experience.

    Anyway, as mentioned in my post I've purchased the Developer version of Fusion 2.5, though I also purchased The Games Factory 2 as there's currently no way to run Fusion 2.5 Developer in backward compatibility modes. I think that I'll just build my tutorials on TGF2 so I won't accidentally reach/use any of Fusion 2.5/Developer features, and I'll move to the more advanced versions as I'm going along. Maybe I'll just divide the syllabus that I'm building in the learning curve order of TGF2 -> Fusion 2.5 -> Fusion 2.5 Developer. I'll just need to purchase Fusion 2.5 as well - maybe customer service could give me a discounted price for it as I'm only 1 user. Let's just hope that Clickteam won't remove TGF2 from their online shop as it will ruin the idea of my course. I think that this very basic version should remain available to purchase for the inspiration of young game developers who are new to the Clickteam Fusion engine and that can't afford or don't need Fusion 2.5 just yet.

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