The clickstore will finally be ready in

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.
  • Slow? There isn't a word slower than slow to quite describe clickteams work pace.

    I'm gonna try though:

    they're about as fast as a piece of doodoo going trough a funnel at 20 degrees below zero.

    Hey mirrorman,
    I understand your impatience, however, you don't need to be offensive here, and behave like a troll.

    Clickteam wants to get it right, and he needs our support. It's ready when it's ready. Stop bashing the software that you're using and get a life.

    We are all on the same boat, like you, but bashing and offending the Clickteam image does not help at all.

    Making a joke, being ironic or sarcastic is one thing, being offensive is another one.

    Think before write.

    Take care,
    Sergio

  • Dear Sergio,

    In response to your most recent communication, which I have perused with the utmost care and consideration, I find myself compelled—no, duty-bound—to offer an apology of such depth and grandeur that it will not only address the nuances of the misunderstanding at hand, but also delve into the very fabric of human interaction, technological innovation, and the philosophical quandaries that arise when expectation and reality collide in the mercurial landscape of software development.

    Firstly, allow me to clarify that my previous commentary, which so artfully (or artlessly, depending on one's perspective) invoked imagery of excremental matter being funneled through the frigid air of a sub-zero environment, was not, as you so perceptively noted, the pinnacle of intellectual discourse. Rather, it was an expression of frustration—a fleeting, ephemeral manifestation of what the French philosopher Jean-Paul Sartre might refer to as nausea, that existential discomfort one feels when faced with the sheer absurdity of being. In this case, my “nausea” stemmed not from the vacuousness of existence, but rather from the prolonged absence of the Clickstore, which, as I will explain, has now become more than just an online repository of utilities and expansions—it has, for me, become a symbol, an übermenschian ideal, forever unattainable.

    Let us not forget the temporal context: The Clickstore, as you are no doubt aware, has been offline for what seems like an epoch—nay, an eternity. We, humble denizens of the Fusionverse, have watched with ever-diminishing hope as the horizon remains bereft of this beacon of productivity. By my admittedly imperfect reckoning, it has been offline for well over a year, or to be more precise, 365 days multiplied by the countless frustrations of developers like myself who rely on the ecosystem to augment their creativity. To borrow a sentiment from the immortal T.S. Eliot, “I have measured out my life with coffee spoons,” but it seems I have also measured it in the successive promises of the Clickstore’s return—each one a note in a symphony that, like a Mahler adagio, never reaches its crescendo.

    Now, to the heart of the matter: my love for Clickteam Fusion. It must be made abundantly clear that my affection for this platform is not some mere dalliance; it is a relationship forged in the crucible of time. You see, my dear Sergio, I hail from a lineage of computing that predates many of today’s current technological marvels. Cast your mind back, if you will, to the halcyon days of the Commodore 64 and the Amiga—those paragons of early computing, whose legacy courses through my veins as surely as the binary language of old. On these venerable machines, I first cut my teeth in the realms of logic, pixel art, and assembly language, all of which laid the groundwork for my lifelong pursuit of digital creation. To use Clickteam Fusion is, in a sense, to recapture that original spark of joy—a reification of the pure, unadulterated passion for game development that burned brightly within me during those formative years. Fusion is, to quote Wordsworth, my “bliss of solitude; and then my heart with pleasure fills, and dances with the daffodils.”

    Thus, when I make a quip—however inelegant or crude—about the lethargy of Clickteam’s progress, it is not born of disdain but rather from the kind of deep familiarity that allows one to be critical of something one loves. As the great Russian novelist Dostoevsky once said, “To love is to suffer, and there can be no love otherwise.” I suffer, Sergio, I suffer because I love. My criticisms are not rooted in malice, but in a fervent desire to see Clickteam Fusion succeed in all its iterations. How could I, a lifelong devotee of the craft, do otherwise? How could I not express—however imperfectly—the frustration that arises from delayed expectations, when those expectations are tied so intimately to the very fabric of my creative being?

    And yet, your admonishment is fair. As Hegel posited in his dialectic of master and slave, it is often through the negation of the self that we achieve the synthesis of understanding. I now see, upon reflection, that my words—imbued as they were with the acrid bitterness of impatience—may have transcended the boundaries of what is constructive. Indeed, what began as satire, as a kind of self-aware hyperbole, spiraled into something less palatable, something more akin to the vitriol of a troll (a creature of the internet, whose origins in Nordic folklore have, regrettably, been trivialized by our modern digital age). I see now that in my attempt to lighten the mood, I inadvertently brought it crashing down, like the proverbial Icarus, whose wings—crafted by his own hubris—melted in the harsh light of the sun.

    To that end, allow me to offer my most sincere apologies to you, to the entire Clickteam community, and indeed to the very gods of software development themselves, whose arcane and unknowable timelines we mere mortals can never hope to comprehend. I retract my earlier remarks about the velocity of doodoo, as you so rightly pointed out that such a metaphor, while amusing to some, lacks the decorum befitting a forum dedicated to the sublime art of software creation.

    In closing, let me leave you with the words of the esteemed George Bernard Shaw, who once opined that “We are made wise not by the recollection of our past, but by the responsibility for our future.” Let us, therefore, cast aside the petty barbs and jibes of yesteryear, and focus on what truly matters: supporting the development of Clickteam Fusion, contributing meaningfully to the community, and ensuring that, one day, the Clickstore may rise like a phoenix from its digital ashes, brighter and more functional than ever before.

    Sincerely,
    MiRRoRMaN,
    humble servant of the Clickteam Fusion community, erstwhile critic, and eternal optimist

    P.S. In the immortal words of Albert Einstein: “Life is like riding a bicycle. To keep your balance, you must keep moving.” Let us all keep moving forward, together.

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  • Dear MiRRoRMaN :)
    I publicly apologize if I was a bit rude with you. No offence intended, my one was merely a reaction provided from my latin temperament. Sorry for that !

    I must admit, I really admire the way you wrote your response, which I'm going to read for the Xth time, in order to enjoy it once again.

    ( I must confess, something is far away from my comprehension, but I'm working hard on it )

    I like how you used quotations of various known writers, with sense, tactfulness and humour. And yes, I guess we have a similar computer background, as I still have my glorious Sinclair Spectrum 48K. That were the days dear MiRRoRMaN, and I do understand your impatience because I admit, I have it too. Fusion brings to me exactly the same pleasure as the good old days, as I can create something using pure brain logic, thus training my grey cells. I simply love it.

    Dear MiRRoRMaN, you own a beer and a pizza margherita from me, and feel free to write everything you like, even with frozen doodoo, because I now understand better your nice hilarity - which is fun !

    And now a very well known quotation from Star Wars, which I have slightly modified:
    May the Patience be with us.

    :)

    Best regards,
    Sergio

  • What's five laps at Freddy's?

    It's a game Clickteam has been working on: Please login to see this link.. Originally it was another team working on it but Yves alluded to clickteam having to take back the project and taking some F3 development time away with it in this post: Please login to see this link.

    Judging by it's reception on Steam: Please login to see this link. It feels more like an early beta than actual demo. That's why I think it's going to be awhile before we see anything new... website, clickstore, F3....

  • Er, why are Clickteam taking development time away from Fusion to make a game that uses Unreal  Engine? ?(

    Edit: You can't even friggin' write Unreal  Engine on this forum without using tricks, because the forum literally tells you that it's a "censored word", yet Clickteam themselves are busy developing a game in it. It's hard to know whether to laugh or cry...

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • Er, why are Clickteam taking development time away from Fusion to make a game that uses Unreal  Engine? ?(

    Edit: You can't even friggin' write Unreal  Engine on this forum without using tricks, because the forum literally tells you that it's a "censored word", yet Clickteam themselves are busy developing a game in it. It's hard to know whether to laugh or cry...

    I say it's best to cry! This isn't me complaining or trying to be rude. I'm just analyzing what is. Truth is... it's obvious at this point that clickteam can't survive on F2.5 sales alone. Five Laps at Freddy's is a way for them to make money (and I don't blame them). Yves pretty much said that in that post. The website is absolute dead space! We are now a community of FNAF fangames and pirates.

    It's best to start tapering off at this point. That's just the way I feel about it, sadly!

  • Yes, I don't begrudge them trying to get revenue at all, actually. Though this makes the word censorship of the forums more insulting and preposterous than it already was.

    From a purely personal perspective, delays to Fusion 3, the clickstore etc. don't matter to me, as long as Fusion 2.5 keeps being developed. Some of the levels I've made for Spryke are now locked down and publish-ready, and I'm not too modest to say that Spryke's production quality is among the best of any indie games I've ever played, regardless of the engine they were made on. And of course everything was made in Fusion 2.5. The only obstacle in the way of launch is the content I still need to create, not anything to do with the Fusion 2.5 engine.

    I've never understood why some people spend so much time complaining about Fusion 3 delays when such a capable engine already exists in front of their noses. Could Fusion 2.5 be better in 100 different ways? Yes, of course it could, just like everything else. Are its shortcomings large enough to stop people from making very, very, good games? No they are not.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • I've never understood why some people spend so much time complaining about Fusion 3 delays when such a capable engine already exists in front of their noses. Could Fusion 2.5 be better in 100 different ways? Yes, of course it could, just like everything else. Are its shortcomings large enough to stop people from making very, very, good games? No they are not.

    Lack of modern features like version control (you cannot cooperate with others as you cannot merge changes, and the export as text feature doesn't export settings in properties, which makes it harder to track changes), and document (when making extensions, you don't know how a function works, only c style declarations without param names, e.g., collision detect, and if there's nothing on forum then the only way is read android source code then spent hours to guess how does it work, don't need to mention never got check on some corner crashes or bugs, e.g., clone in DX9 textures will not create duplicated HWA texture, you need to clone bitmap first then do other operations)

  • Lack of modern features like version control (you cannot cooperate with others as you cannot merge changes, and the export as text feature doesn't export settings in properties, which makes it harder to track changes), and document (when making extensions, you don't know how a function works, only c style declarations without param names, e.g., collision detect, and if there's nothing on forum then the only way is read android source code then spent hours to guess how does it work, don't need to mention never got check on some corner crashes or bugs, e.g., clone in DX9 textures will not create duplicated HWA texture, you need to clone bitmap first then do other operations)

    As I said, there are 100 ways it could be better. Though there's not much that's actually preventing people from making very good games. Certainly not the features you mention, which are very niche and don't apply at all to the average Fusion user. The average Fusion user doesn't work on big multi-person teams that require version control, and doesn't write their own extensions either. But that doesn't seem to stop lots of average users coming here and complaining about Fusion 3 every 2 minutes.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • I say it's best to cry! This isn't me complaining or trying to be rude. I'm just analyzing what is. Truth is... it's obvious at this point that clickteam can't survive on F2.5 sales alone. Five Laps at Freddy's is a way for them to make money (and I don't blame them). Yves pretty much said that in that post. The website is absolute dead space! We are now a community of FNAF fangames and pirates.

    It's best to start tapering off at this point. That's just the way I feel about it, sadly!

    It's looking good! When are we finally going to play it, Vol?

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