Features you really appreciate in Fusion

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  • What are the features you really appreciate in Fusion?

    I'll start with 5 so the list don't get too big :)


    1) Ability to open two Fusion instances (non-steam version only I guess?), copy object and events to another fusion instance. Rename the object. All the code will be updated with that single rename. Copy back to the first instance. Really easy to duplicate an object with similar events.


    2) Fusion will not get lost in the values name. If you have the default "Alterable Value A" in another instance but copy the code to the first instance that have "ID" on Alterable Value spot, the code will be updated despite the fact their name is different.

    3) The icons in the Event List Editor. So much easier to read the code and get to know the object we are dealing with.

    4) Reference by number: Global Values, Directions, Frames all can be referenced through numbers.

    5) 2.5+ Only. That beautiful Find All. Despite having thousands of lines and events, the find all can get you quickly through events, sound, objects, loops, comments. Whatever you need to find.

  • I guess (1) would work in single-instance, if you save a duplicate mfa and open it alongside the original.

    For me, it's just the entire syntax-free framework that I'm grateful for. Since torturing myself with some Autohotkey scripting recently, I have a newfound appreciation for how much less stupid the Fusion method of programming is! Even when Fusion has syntax, it's very simple and predictable. Every single thing you can do is right there in the drop down menus, and clicking on anything will type out all the syntax for you. No need to remember which comma or thrice-nested curly bracket goes where...

    And yes, having an icon attached to everything is fantastic. Being able to easily customise the icon of any object or qualifier keeps everything clear and readable, and being able to drag icons on each other to swap code lets you work really fast.

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  • I suppose in some ways it depends on what you're comparing it to.
    I guess probably the frame and animation editors are the big things, along with collision detection.
    For me, the alternative to CF2.5 would be Javascript (I've already written a JS and WebGL2 game engine), and while I find it's much quicker to write your actual game logic in Javascript (and the more complex the problem, the bigger the advantage), it's just such a pain to get your frame all set up to begin with. I'm at the point where I'm seriously considering using Javascript to create my games, but CF2.5 to create all the design tools (eg. map and sprite editors).

  • i really appreciate being able to hold down ALT when setting the hotspot/action point, to set it for all frames, as it would be a nightmare to do it for every one

    also really like that no matter what errors you have made, the your game will still run wen you click "Run Application", no silly "i ain't moving an inch til you fix that error!" nonsense XD

    and most of all i appreciate the the clickteam devs are constantly engaging with its users helping us in every way they can :D


  • also really like that no matter what errors you have made, the your game will still run wen you click "Run Application", no silly "i ain't moving an inch til you fix that error!" nonsense XD

    I'm not sure that's an advantage. It just makes it harder to detect and fix bugs. It's a lot more useful if it says "I'm not running until you fix this kind of error that you made here on this line".

    If you have a lot of frames of animation, I'd strongly recommend using the "box mode" import feature - it will save you a lot of time, and it lets you set the hot point and action points in the spriteset image itself.

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