The World Premiere of Clickteam Fusion 3, Here Is Your First Look

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.
  • I think that Francois has left, actually, from what I recall hearing...

    I could be mistaken, but...

    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

  • Am I right in understanding by Please login to see this link. that the Event List Editor is dead? That concerns me a bit.

    Overall, I'm getting the impression that Anders and his team are doing smart things with the interface, and are really taking the user's UX experience seriously, which is great. And I love that they're not afraid of throwing out the old in order to ditch the baggage and get a cohesive and modern product.

    But the Event List Editor seems crucial to me. I find myself using it more and more, even though its brokenness regularly infuriates me (can't use hotkeys to start new comments or events; semi-randomly rearranges your open/closed groups every time you return). I like it because you can see all your code at a glance, without having to click around and/or hover over items piece by piece. This makes it not only easier to find stuff, but much easier to get your head around how a whole section of code is working and interacting with itself, since you can see everything at once.

    Is the real-time C exporter supposed to replace this function, I wonder?

    EDIT: I think the key question for me is: Can the new nifty 'click the event number to get an inline event list' feature be used on more than one line at a time? If the answer is "yes", then I think that could be great. Being able to turn on and off multiple lines to see in list-mode would be nice, since you could tailor the experience to whatever you're working on that moment, whether it's one line or 10. Though it'd still be quicker sometimes to just switch between EE and ELE.

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  • Volnaiskra: I too am a die hard Event List Editor user. After chatting with Anders at GDC, it did sound like the ELE was going away (at least in the form we know it) but a lot of the functionality is going to be in the normal Event Editor. It appears as though you can expand the actions in the Event editor to display as text lines instead of check boxes. And this can actually be toggled on/off per line. So in theory you could make things much more compact when you don't need them visible. Of course, take a lot of this as WIP since nothing of the UI was set in stone. Hopefully Click Convention will show a more finalized UI for F3.

    I feel that being forced to work in the "as it is" Event editor would almost certainly prevent me from moving on to F3. But I am reserving judgement until I have a product in my hands to play with. :)

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  • As long as you can display text lines for more than one line at a time, I guess it'll be ok.

    Do you know if the real-time C generator will be editable? Will we be able to modify it? If we copy/paste/edit lines in the C editor will new events be generated in the event editor?

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  • I'm pretty sure I read CT say that you couldn't do that, can't find a link to anywhere it was said though.

    SUPER MEGA BEST CAT ADVENTURES Please login to see this link. and Please login to see this link. live now!

  • Are you referring to the C editor thing, or the multiple lines thing (from my first paragraph)?

    If it's the C thing, and you won't be able to edit the C code, then what's actually the point of it?

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  • I'm referring to editing C code.

    I think the point is that the project can be exported directly to C, which means you can compile it for use on basically any platform you want.

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  • Ok, but *seeing* the C code as you work, what's the point of that? It just sounds like a novelty mainly

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  • There is a definite value to being able to see and appreciate what a compiler is actually doing on a low level. If it's all smoke and mirrors, you can unwittingly do things that break your game's performance for apparently no reason, or operate in a way different from what was intended. Of course most of the time it's just easier to operate on a higher level of abstraction, but when it comes to performance-critical segments or bugs, being able to see the generated C code would be a great tool.

    Generating Fusion events from C code would be virtually impossible (in order for this to work, Fusion's event editor language would basically have to be structured exactly like C). However, it would be very useful if you could insert a few lines of pure C code right into the event editor and have it be mixed in with the rest of the generated code (similar to how you can dip into assembly language in C).

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