Most wanted/least wanted in MMF3

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  • I would also love to see functions implemented. I know you can just do a fast loop or use event groups and turn them on/off, But purposely built Function groups would be great to have. E.g. you could just use the event group functionality that already exists, but add the ability to execute a group which would immediately set the event group the next statement to run.

    Also the ability to access an object by its name. An example for this would be I've made a tide prediction app for android, it consists of approx 40 counter objects. Because counters don't have alterable values, i can't simply loop through and select a counter and make changes. I have to repeat code and manually manipulate each counter.

    I think this thread is a great platform to make Fusion 3 perfect. Sub events, ability to reuse code and objects globally easier, increased ease of use when dealing with object instances and functions are the main things i hope to see in Fusion 3.

    EDIT: just saw this post by Snail: Please login to see this link.

    Much better explanation of functions and how Fusion would benefit

  • I'd also like to see Fusion export to 64bit.

    My game is quite graphically rich. The EXE already uses about 1GB RAM, and I'm only getting started. I can see that I'm eventually going to have to start making compromises to keep the memory usage down, since I'll only have some 3GB to play with. That seems a shame, since having a 64bit system with 8+GB RAM is already pretty standard, and this will be doubly true by the time Fusion 3 comes out.

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  • On build 283.5 change-log the iOS runtime got 64-bit implementation.. so I'm not sure how hard it would be to add 64-bit support to the .exe builds? I really don't know what I'm talking about when it comes to "bits" though.

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  • I would like more "Replace" functions in the Level Editor. For example, I am changing some of my backdrop objects to picture objects, and it is a bit tedious to create the picture object, place where the old backdrop was and so on. It would be nice to right-click and convert an object to another type, like in this case, backdrop to picture object.

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  • I'd also like to see Fusion export to 64bit.

    I too think 64-bit support would be desirable. I remember seeing a discussion on the forums before about the limits of 32-bit. If the program could benefit from 64-bit (ie. uses a lot of complex math, or needs more than 2 GB of RAM) then it would be a nice feature to see. But saying that, there is slight overhead with 64-bit programs, so maybe a choice would be better.

    If the editor is 64-bit, and if (and I mean if) Fusion 3 has Linux support (editor/exporter), then it would be even better to not require two sets of libraries on the system: one for 32-bit and the other for 64-bit programs.

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  • Unfortunately, requiring separate 32/64 bit libraries is still a necessity and will be for some time. It's not something that ClickTeam is magically going to revolutionize. It'll be quite a while before people stop using 32-bit systems.

    Working as fast as I can on Fusion 3

  • Have clickteam indicated what year fusion 3 is likely to be released? Would 2016 be a good bet? Or is it likely to be longer?

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  • Native function support would be great. Recursion support would be even cooler. Recursion is possible currently but it's awkward and quirky.

    Working as fast as I can on Fusion 3

  • How about including all exporters like Construct 2 does. That way we don't have to buy each exporter individually, and are able to publish to multiple platforms with a single project. Without the need to maintain/run/install multiple codebases or exporters. :D

    Have a Nice Day!

  • I've been using Clickteam products for years. I love the way current event sheets are designed; I think they're a strong point of Fusion, because of their ease of use for non-programmers, thus I hope they will stay pretty much like this in Fusion 3.

    The only problem with this approach, in my experience, is when you have to apply many changes to the code. That's a process that, for complex games, can easily lead to the need of going through and manually editing hundreds and hundreds of events. That's a lot of tedious work, that can take minutes and even hours and in my opinion it's not very efficient (especially when you frequently changes ideas when developing your game and you have to apply a lot of changes).

    In my opinion, a smart way to address the issue could be to let the user temporarily export a simple text file or CSV with all the code (even some Clickteam proprietary code would be enough, C++ would be even greater) so that you can quickly apport all the changes you need with a simple 'find & replace' in any text editor and then re-upload the code within the program to update your application.

    That would enhance productivity for complex games at least tenfold. Moreover, this could also help to spot errors and bugs in the code much more easily.

    I'd appreciate if Clickteam could seriously tackle this problem, it would lead to a huge improvement and it would greatly enhance productivity in developing applications and games with Fusion.

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    This is my assessment after using Fusion and other text-based languages for coding for over 17 years. I really hope Clickteam improve the efficiency of more complex projects in Fusion 3.

    Reasons include: difficulty of implementing reusable functions, unable to break up project across multiple files (groups aren't ideal because closing a group means overlook a potential conflict later on), unable to work collaboratively, unable to copy/paste algorithms from non-clickteam online forums, unable to Control-F find, difficulty of implementing if/else statements, bloating due to overuse of groups to achieve if/else statements.

    Note: the inefficiency usually hits around the 1000-2000 event mark, a lot of my projects are less than 1000 events which Fusion handles quite efficiently.

  • Another thing I'd be happy to see in F3 is the ability to rearrange Alterable Values.

    For example, it didn't occur to me until later that I would need a variable called "flameStartingSize". I wish I could move it to directly before "flameSize", but now it's too late

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  • Volnaiskra - I'm currently funding the development of an extension that will solve this exact problem, not for alteralbe values though, but for global values (or local to a frame). I'll post it for free to the community once it's finished for those who are interested.

    But overall, the handling of variables in Fusion needs to be much better I think. For really complex games that use a lot of different variables, it just gets very messy after a while.

    Also, as mentioned above regarding events sheets, we need functions to make the "code" (events) reusable. Functions are one way to do this, separate event sheets would be another. This would also allow more collaboritive support where different ppl could work on different event sheets, then import them all into a single frame.

  • That sounds like a great idea sireatalot, hopefully its cross platform. I really needed something like that for alterable valuea and strings.

    The soul of the sluggard craves and gets nothing, while the soul of the diligent is richly supplied -Pro 13:4

  • faber: Totally agree! I'd love to see the behavior and scripting system redesigned where there are global events and there are, say, attached events, kinda like behaviors, but more like how scripts are attached to a GameObject in Unity. The event editor would allow you to make a new event script, then when you save it, you could assign it to Active Objects. Then any time you edit that event, it updates on all the Actives it is assigned to. This would save massive amounts of time across frames, allow for faster iteration, and encourage even more experimentation.

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