Fusion 3 blog any time soon?

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.
    • Official Post

    Well, yes sorry for not giving tons of news... Actually last year tons of fixes have been made, especially in the original codebase that was plagued by complex object lifetime issues, in the graphic engine that now supports Vulkan in addition to DirectX, has better shader support and a powerful shader editor with graphs, the engine now supports ARM64, etc.

    We could / should probably have posted this information, however the past 5 years have been crazy here, priority had to be given on some "money-making" projects, and last fall we had an emergency issue on one of these projects that was being developed for Clickteam by an external team. We had to find an immediate and secure solution, this project had to be taken back at Clickteam, and one of the F3 developers had to be assigned to it. Plus of course another F3 developer has been partially away due to a severe health issue, nothing unusual for Clickteam, and another one has been also partially busy with porting and testing new F3 graphic routines to the console runtime and various console ports. For 6 months work is still being completed in the original codebase in the background and when it's done and the team is full again, then progress will be much, much faster.

    That's what we can say right now, honestly.

  • Well, yes sorry for not giving tons of news... Actually last year tons of fixes have been made, especially in the original codebase that was plagued by complex object lifetime issues, in the graphic engine that now supports Vulkan in addition to DirectX, has better shader support and a powerful shader editor with graphs, the engine now supports ARM64, etc.

    We could / should probably have posted this information, however the past 5 years have been crazy here, priority had to be given on some "money-making" projects, and last fall we had an emergency issue on one of these projects that was being developed for Clickteam by an external team. We had to find an immediate and secure solution, this project had to be taken back at Clickteam, and one of the F3 developers had to be assigned to it. Plus of course another F3 developer has been partially away due to a severe health issue, nothing unusual for Clickteam, and another one has been also partially busy with porting and testing new F3 graphic routines to the console runtime and various console ports. For 6 months work is still being completed in the original codebase in the background and when it's done and the team is full again, then progress will be much, much faster.

    That's what we can say right now, honestly.

    Well it's better than nothing at all. I was really thinking that F3 was abandonned and clickteam was going bankrupt... You should have something lik a monthly news or something, even if there is not much to say, it's still usefull to know that Clickteam is still alive.
    I hope that this dev will get well soon, all your projects will be completed and that we will get more news about what's going on at Clickteam. ;)

  • Thank you for this update, Yves.

    I'm very sorry that one of the F3 devs is dealing with a bad health issue. I hope they feel better soon and have a fully recovery.

    The information you just shared is exactly the kind of small update I like to see every once in a while when larger informational updates are not able to be shared about the general goings-on at Clickteam or F3, even if it's only once or twice a year. Normally I don't get as worried or as bothered by Clickteams periods of silence as other people do, but I must admit that the combination of unusual circumstances this time around was starting to make me feel uncertain. (Store & Passport going offline, length of time, distributor in Japan terminating their agreement, etc..) This update along with your other recent postings here (and Simons recent posts on the Discord) have really helped allay the worries I was starting to have.

    • Official Post
    Quote

    distributor in Japan terminating their agreement

    Interesting you saw this. Actually after discussing with them I suggested we terminate it, because they didn't really push the product for years (they didn't even release the 2.5+ DLC for example), for various reasons (not enough sales compared with the support & translation work probably, also years ago they got RPG Maker which is a big thing in Japan, and it seems they are currently restructuring their activity). On our side while this deal was cool when we made it 15-years ago for MMF2 CD-ROM distribution (sounds old times lol), it was less justified nowadays, things changed, so I think everyone was happy to say let's stop this and good luck. :p We'll continue supporting the Japanese users of course.

  • Yeah, I'm not familiar at all with the Japanese Fusion websites but a link to the announcement had made its way to the Discord and people had started to wonder if it was a bad sign. I had hoped the reason was something along the lines of what you've just said, but at the time I just couldn't help being worried.

    Glad to hear it was indeed your decision and doesn't mean anything bad. :)

  • Well, yes sorry for not giving tons of news... Actually last year tons of fixes have been made, especially in the original codebase that was plagued by complex object lifetime issues, in the graphic engine that now supports Vulkan in addition to DirectX, has better shader support and a powerful shader editor with graphs, the engine now supports ARM64, etc.

    We could / should probably have posted this information, however the past 5 years have been crazy here, priority had to be given on some "money-making" projects, and last fall we had an emergency issue on one of these projects that was being developed for Clickteam by an external team. We had to find an immediate and secure solution, this project had to be taken back at Clickteam, and one of the F3 developers had to be assigned to it. Plus of course another F3 developer has been partially away due to a severe health issue, nothing unusual for Clickteam, and another one has been also partially busy with porting and testing new F3 graphic routines to the console runtime and various console ports. For 6 months work is still being completed in the original codebase in the background and when it's done and the team is full again, then progress will be much, much faster.

    That's what we can say right now, honestly.

    This sounds like it'll be another 5 years before F3 hits beta, Yves?? Is there any kind of estimated time or goal for Clickteam for a beta? Does F3 have an interface yet? Does sound like there's really nice stuff in there... Vulkan+Dx+shader editor! The silence is what's killing the community/users! It's important for CT to show signs of life (and I don't mean the typical Patreon stuff)

  • Personally, I think we MIGHT see F3 during the year 2026.

    It certainly sounds that way. I can also understand why they might not want to announce features until a certain point. They do have to think of the competition. So much time has elapsed for me waiting for this software though. I've literally gone gray! ;(

  • The following are like, my opinions and perspectives... 8)

    Even those of us who help here and there for anything Clickteam, many of us have full time jobs and families for some of our responsibilities, which does give us gaps in time. We then just pick up where we left off, not thinking anything about it in regards to external perceived time frames.

    Their Patreon seems to be a more centralized way for them to keep up with the flow of communications. Trying to fix website security issues, database access, redundancies, etc is a huge and irritating time consuming challenge itself. I do not envy them for all the plates that they have spinning.

    PC, consoles, support, education channels, tech support,website, marketing, sales, legal, multiple current projects, multiple legacy projects, and more.

    I appreciate this community and everyone at Clickteam working so diligently when there is so much to do.

    Thank You All!

    Always do good things! Learn, help, play, & adapt.
    Please login to see this link. - Please login to see this link.

  • Really appreciate for new F3 infomation, Yves.

    Quote

    distributor in Japan terminating their agreement

    Did not know about it, but probably eigther one of the good news :)

    The localization work for clickteam products or any of the development softwear much difficult, i think,

    Most important things if Mr. Yves can speak japanese or Not.


    感謝 ( merci )

    MMF2 Dev(Jp and En),Unicode,SWF expoter,XNA

  • 15 years ago and today, the localization of Clickteam products into Japanese is supported by the volunteer efforts of Japanese users. We love Clickteam products and we will continue to do so in the future.:love:

    • Official Post

    F3 only.

    I tried to make a 64-bit package of the Mac editor recently, using the latest version of the Wine framework we used until now, so that the Mac editor can work on recent versions of macOS, but this didn't work, there are issues that prevent a couple of important things (like some exporters) from working, I couldn't find a solution. So we keep supporting the current Mac editor that works on older versions of macOS but for the moment we removed it from the store (as new customers are all using recent versions of macOS) until we can find a solution later.

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