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.
  • 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.

  • 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)).

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • 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.

  • For doing that, I think you need to set the object's speed to 0. The stop action is for collisions with objects.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • 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

    Please login to see this link., Please login to see this link.
    Discord: Please login to see this link., Please login to see this link., Please login to see this link.

  • 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

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!