What are the plans for Mac & Linux support?

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!

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  • I'm quite tempted to upgrade from MMF2 to Clickteam Fusion 2.5 but my only call for concern is compatibility.

    I'm a Linux user to start with, I have been using MMF2 with the Android Exporter with hardly any problems at all. I'd rather not upgrade if the compatibility layer (Wine) will have issues (this includes you Crossover users). I can't see it happening since it's a similar code base to MMF2, but there's that chance it might.

    I'm aware an editor and exporter is coming to Mac soon, but what I'm a bit puzzled about is: How does that work?
    Is it a re-write of MMF2/Fusion 2.5 but with everything natively supported for Mac, including exporters?

    I would of thought they'd be issues as MMF2 heavily depends on Windows APIs and protocols (DirectShow and system objects spring to mind) so existing projects might be missing objects. If Fusion 2.5 is using a similar codebase, wouldn't projects no longer be able to use the 100 odd extensions for the EXE runtime? My other thought is using a packager like Please login to see this link. which allows Windows programs to have a native feel on Mac systems.

    My next question... will there be any Linux support for Fusion 2.5 or Fusion/MMF 3? Particularly with SteamOS heading next year, which runs Linux at its core. Seeing Clickteam being the easiest drag-and-drop on all three platforms would be amazing.

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  • Fusion 2.5 has removed the dependencies with the Windows APIs and protocols (that's how I understand it, anyway). I think the skins were able to replace those dependencies, which allows it to be ported to other devices. Again, this is just how I interpret the situation. It could be them doing it some other way entirely for all I know. Fusion 2.5 is compatible with all the existing extensions, but I'm thinking the Mac version won't support all the Windows extensions, as plenty of the extensions out there were made by extension developers who have seemingly disappeared. Again, I could be wrong.

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  • Fusion 2.5 has removed the dependencies with the Windows APIs and protocols (that's how I understand it, anyway)


    That sounds good, assuming that's what's happening. Switching between export modes would theoretically be easier too with consistent and compatible extensions.

    I'm hoping more towards Linux support for the editor itself...

    In many respects, reaching out to all types of development environments would easily fuse together new customers for Clickteam, especially if it's present on the Mac App Store and Ubuntu Software Centre.

    Ah yes, HTML5. Should be a reasonable option, if apps are to behave like any other application.

    SteamOS springs to mind. I see Valve flavour a lot of Linux games to developers who port over their games. If clickers could have theirs on the front page, then that's something accomplishing.

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    Edited once, last by Simon: CP (February 19, 2018 at 9:33 PM).

  • I'm also thinking ahead to supporting Linux (in particular SteamOS). I'm not a beta tester for the HTML 5 runtime so I'm wondering how viable is it as a way of supporting linux/mac? Is the performance comparable to the C++ runtime? Is is hardware accelerated?

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  • As far as we talk about Linux or anything, LIJI for YEARS is using MMF2 under Wine with no problems at all - ask him.

    As for game wise, dunno I didn't had chance to test HTML5 under Linux but on Mac it was working flawlessly but I don't think it's HWA.

    End is near.

  • I've upgraded to Fusion 2.5 and everything's all good. I've heard no problems from CrossOver users on the Mac platform, so it's all good. :)

    Direct3D (HWA) can be a problem, but that's fine for me as I build apps over games.

    HTML5 sounds like the best choice for cross-platform with Fusion 2.5. I'd quite like to know if there's going to be any "wrappers" for the different platforms or if it's currently only via a web browser?

    It'll be great if:
    HTML5 --> Wrapped as a .exe for Windows
    HTML5 --> Wrapped as a .app folder for Mac
    HTML5 --> Wrapped as a package for Linux
    And of course, HTML5 --> Via the web browser on a site

    I did some quick research, it could be possible automagically if Clickteam supported this type of cross-platform runtime distribution for computers:
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  • HTML 5 is terrible and will always be terrible when it comes to performance. I don't think it's a viable option for going cross platform. Unless of course you are making Ultimate Tic-Tac-Toe or something, then it should be great.

    Not if you're making a responsive platformer, shooter, racing, rpg.... any game that is going to require more than NES level appearance and effects....

    For apps... it might be somewhat viable... but you are still going to be limited in terms of extensions and features.

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  • Konidias, I don't think I have ever disagreed with you on anything but on this, I can.

    Have you not seen HTML5 performance as of late? And I'm not just referring to the HTML5 runtime from Clickteam but HTML5 as a whole? Performance is huge across the board now and developers are targeting it solely for cross-platform releases... Fair cop it's not 100% across all devices yet but can be on-par once all the resources are loaded.

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  • linux and mac editor would be nice. Right now there is only one similar product running on linux - Stencyl. But I dont like stencyl :)
    There is also gamedevelop, but that one is immature and unstable compared to fusion.

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  • I'm not really following what's happening in HTML5 scene. But there are some news that are hard to miss. In 2012, Sauerbraten engine was ported on HTML5 and it is really really impressive. I would recommend to have a look:
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  • HTML 5 is terrible and will always be terrible when it comes to performance. I don't think it's a viable option for going cross platform. Unless of course you are making Ultimate Tic-Tac-Toe or something, then it should be great.
    Not if you're making a responsive platformer, shooter, racing, rpg.... any game that is going to require more than NES level appearance and effects....
    For apps... it might be somewhat viable... but you are still going to be limited in terms of extensions and features.

    what makes you say this? I'm not against any opinion. Can you tell me a little about the cases that where disappointing to you?
    feel free to pm me if you don't want to put fuel on the fire.

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  • Konidias, I don't think I have ever disagreed with you on anything but on this, I can.

    Have you not seen HTML5 performance as of late? And I'm not just referring to the HTML5 runtime from Clickteam but HTML5 as a whole? Performance is huge across the board now and developers are targeting it solely for cross-platform releases... Fair cop it's not 100% across all devices yet but can be on-par once all the resources are loaded.


    Oh yes, HTML5 performance is fantastic.... on PC... with webGL.

    But on any iOS device? It's terrible. You can't use webGL which severely limits the performance because Apple refuses to support it. (probably because it would be directly competing with app store)

    It's also not capable of some standard functions that PC games need. It's really hard to read/write to the drive, for starters.

    tompa, this pretty much sums up my response to your question as well.

    HTML5 is great for PC use... In fact, I just recently completed another game at my job using HTML5.

    But this "cross-platform" dream is just a dream. There are so many issues you can't account for when making something that is supposed to play on every available platform. Each browser has it's own limitations, each piece of hardware as well. It's impossible to tell how your game is going to play on any specific device unless you personally test it on that device. You'd have to test it across multiple tablets, phones, computers, along with then testing it on multiple browsers per device.

    It's just not practical. It's a great dream, just not practical.

    Prove me wrong though... if anyone can show me an HTML5 game somehow using webGL and running at great framerates on an iOS device, I will eat my hat.

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