No worries Game_Master. I understand where you are coming from.
Marv
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Open a TicketNo worries Game_Master. I understand where you are coming from.
Marv
I agree with Koobare and Królik! If you going to make a big commercial game then you will always find some issues related with CF. I belive that CT should try to use their engine to make something big and test CF even more than now.
Yeah, Fusion is great for making small games. If you start building a big game however (something that the majority of people end up doing), you're going to run into issues. Having multiple frames in your game can be a nightmare, as you need to copy and paste all your events and objects, across them all.
If Fusion handled objects and events, the way Construct 2 does, then it'd be so much easier. I have faith that Clickteam will address this issue with Fusion 3, but we're just going to have to live with it whilst we work in MMF2 and Fusion 2.5.
While everything can be improved some of the games here -- Please login to see this link. seem kinda big.
So I would not agree Fusion 2.5 is just for small little games.
While updates for Fusion 2.5 have been slow the last 1/2 of 2016 we are working on a major update to it.
The only real options I think that will work for crowd funding will be -- additional exporter runtimes and extensions.
Once we are done with a little project we are working on now we will do a poll for additional exporter runtimes and if the crowd funding can fund it it will be done next.
It's a bit pain in the ass to copy events and objects over like Enchantainment mentioned, but I don't mind doing so. At least I can keep a track of everything and there are less bugs that way.
Though I wouldn't mind getting better solution for doing so!
Jeff, we finished already few big games so it is possible but often we had to give up something or create something completely in different way than we planned because of issues from CF. Like this one with animations (if you run two animations in the same time with the same speed they should be synchronized but they don't if you have a lot of animations in game) or this bug when CF sometimes eats or cloning event without the user's knowledge(This happens only if you have a lot of events) even layer object have bugs for IOS (Sort object don't work like for windows and Android) so CF need support and this is great idea to get founds to improve it.
It's a bit pain in the ass to copy events and objects over like Enchantainment mentioned, but I don't mind doing so. At least I can keep a track of everything and there are less bugs that way.
Though I wouldn't mind getting better solution for doing so!
The better solution would be to put everything in Global Events, keeping everything nice and sorted in groups and activating/deactivating them as necessary. The problem with this is that qualifiers are not allowed in global events or even in behaviors (which can be made global to achieve the same effect). This is one of the worst and most arbitrary limitations of Fusion's scripting IMO, but I can understand that there may be logistical problems in the backend. This is why I'm glad they're finally re-writing the software in F3.
But as-is, the best solution I know for multi-frame games that use qualifiers is what you said. Don't put anything in behaviors, just group it all in the event editor, and every time you change something, you'll have to manually copy it from frame to frame. If you felt like splitting your code into qualifier-related and non-qualifier-related events, you may be able to get away with performing this tedious step less often.
Many devs just ditch the frame editor altogether and do the entire game in a single frame with a custom level editor (like Knytt Stories for example). This does offer you a little bit more flexibility if you feel like taking the time, and it's absolutely necessary for some types of games (I've had to do many pseudo-3D isometric perspective games in this way).
Event List Editor in Fusion 2.5
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I would pay for this
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Actions on the right in the Event List Editor of Fusion 2.5
The better solution would be to put everything in Global Events, keeping everything nice and sorted in groups and activating/deactivating them as necessary. The problem with this is that qualifiers are not allowed in global events or even in behaviors (which can be made global to achieve the same effect). This is one of the worst and most arbitrary limitations of Fusion's scripting IMO, but I can understand that there may be logistical problems in the backend. This is why I'm glad they're finally re-writing the software in F3.
But as-is, the best solution I know for multi-frame games that use qualifiers is what you said. Don't put anything in behaviors, just group it all in the event editor, and every time you change something, you'll have to manually copy it from frame to frame. If you felt like splitting your code into qualifier-related and non-qualifier-related events, you may be able to get away with performing this tedious step less often.
Many devs just ditch the frame editor altogether and do the entire game in a single frame with a custom level editor (like Knytt Stories for example). This does offer you a little bit more flexibility if you feel like taking the time, and it's absolutely necessary for some types of games (I've had to do many pseudo-3D isometric perspective games in this way).
But when you use global events you can't use list event editor so if you want to change order you need to make new event so it is painfull
Weird, I wasn't aware event list editor couldn't be used in global events. If I want to change order of actions within an event, I usually just double-click any square in that row, which will bring you to a list for just that event (works in global too).
Jeff Sure, CF users made a lot big games, but I can say same as ColdFire when you have a lot more advanced systems it is very painful for developers.
- Hardly and uncomfortable using 2 or more qualifier objects in one event - You have to divide one more advanced event into a few really often, because one more advanced may doesn't work correctly.
- Bugs when you combine Fast loops with For each loops.
- No support for any type of lighting even fake lights. On Pc runtime most popular method is to use black full screen texture on layer with subtract layer and other texture to cut the hole inside. It works on pc only and because it is a bug. Yes, I talked with Fernando and he can not make it on mobile, because it's a bad implementation other effect in directx renderer on pc. So Most of users make fake lights because we are lucky it works not correctly :).
Few years ago I planned to create some slender man game for mobile with top view. No way to make any lights. I had to make it with 4 huge black textures with alpha.
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It was super slow on half of devices so I had to give up some other features I wanted to implement is the game, but it was better than nothing.
- A lot of developers I know instead use blitters they have to use normal string or use many png files with baked text from photoshop f.eg.
I made own blitter system to another mobile app using hundreds of actives with letters in frames.
- No compression for textures. A few bigger animated objects eat memory so fast. I tried to make some isometric game on mobile, used 4 animated trees , few terrain textures and my app crashed couse no memory. On Pc it takes 400mb because all png textures are no compressed and use 4 bytes per every pixel.
So my 20 mb animation in runtime takes about 80-100.
This is not problem with simply games, but these more advanced may have big problem then.
Or if you work on side scroll game you can not mirrored animations so your memory consumption is 2 times bigger.
Ofc there is a lot big, great and successful games but you can see how painful it often have to be, and we would like to improve some of these features that allows us make better games easily and have more fun with it
If we could kickstart the Vita exporter....
I still think CT would be best off implementing usability improvements, such as: Please login to see this link.
Things like that will make the product quicker to use
Yes PBarwick
Maybe a edit box in which to write the object you are looking for
Hey ! there is some cool news here ! if you kickstart i would love to be a backer !
Some of these requests I believe are above the scope of what could actually be done for 2.5. But fusion 3 should be no problem.
Kisguri any ideas or plans?
Cooking something up, I appreciate everyone patience.
I think the best of all worlds is for Clickteam to sell the iOS exporters by year. For example, this fall the iOS 10 exporter could be sold for ~$150. Keep it constantly up to date with quick turn around. Next fall, the iOS 11 exporter goes on sale ~$150 and support for iOS 10 exporter is dropped.
Clickteam isn't bogged down with dead program updates, we all get current fixes in a timely manner and Clickteam keeps generating a fair profit.
Also, have an exporting service for any runtime. Clickteam could easily perform those functions and generate those profits themselves.
I think an excellent idea, I would pay for that and would have new products annually, that if the basics must be covered in each issue and work with the latest Xcode Apple.
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Almightyzentaco (Fusion 2.5 Tutorials)
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