I bought CF2.5 so I would like to have a steam key to myself, even if I got it on discount!
Good to see it carries the SWF exporter automatically when you order and install it!
Fusion 2.5 feature list
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.
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.
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8 Direction Movement doesn't feel good no matter what I set it to, there's always so much momentum that even with the deacceleration set to 250 it feels like your object is moving on ice.
Otherwise, I'm really happy with the better collision detection given to objects with physics movements. Objects will actively pop out of any backdrops they are stuck in instead of getting lodged in.
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I'm also having a problem where the physics bouncing ball movement won't stop on events where I tell it to. Regular bouncing ball works just fine with the exact same events.
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That is because the physics bouncing ball movement doesn't stop the instant it collides with something and you tell it to stop when it collides with said something: It instead slows down on contact, unless the object has a lot of elasticity (it has 100 at default, which would be high enough to keep it bouncing forever (try lowering it to, say, 50, or, if you want it to stop instantly, try 0)).
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I'm using the bouncing ball movement as a basis for enemy AI. When I say, for example, "distance from player is less than 200 pixels -> stop and shoot" the enemy simply shoots and does not stop.
It's looking like the physics movements are great if you want to make a very physics-heavy game (such as angry birds, etc) but trying to integrate them into a more traditional game is a bit of a pain. It's a shame too since they do fix a lot of the problems I've had with the old built-in movements with regards to collision detection.
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For doing that, I think you need to set the object's speed to 0. The stop action is for collisions with objects.
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I've also noticed that trying to set an object's direction doesn't work too well with the physical movements
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I really think clickteam should change the "stop" command to something like "collide" or similar. Its confusing, stop indicates the object will stop no matter what, but what it really does is handle collisions. Stop has to do with speed, not collisions.
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It's difficult to adjust to things that are different. For example, angle no longer being purely cosmetic.
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Please login to see this link.
When add CF2,5 Std and CF2,5 Dev in the product comparisons page?
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You need to go to the Please login to see this link. page for the new ones.
new: Creation Tools > Clickteam Fusion 2.5 Versions Comparison
old: Footer > Product Comparisons
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Hi all..im new to CF2.5 but really interested to make next project with this. Proudly having CF and android exporter.
But one thing that will value to mobile developer IMO. The ability to test game "wireless" mode. Since if u r planning to test a long level its better to be off ur desktop. This will add value to CF...
Thanks
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