Posts by ADS_3000

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.

    [MENTION=12542]ADS_3000[/MENTION] I emailed you about this, please check your inbox.

    So, now I can see the iOS link to download the SDK.
    However, the link is wrong... it is downloading the Flash SDK instead...
    the link is:
    Please login to see this link.
    Even if I never had the Flash runtime...

    I tried to change "flash" by "iphone", "iOS and "ios" in the URL but still, it doesn't work...

    It seems its coming from CLickteam's website

    What should I do? (I am coding a small bot, I let you know)

    Sorry but it doesn't work.
    I already have registered my products a long time ago in this forum.
    When I go to the community passport, I see my MMF2 stuff, but no steam or fusion 2.5 related products.
    So I tried to put my steam id in the appropriate input, but it didn't work.
    I got this message instead : "Vous avez d�j� ajout� un identifiant Steam � votre Compte Communaut� Clickteam. Vous ne pouvez utiliser qu'un seul identifiant Steam par compte."
    Which means in English, 'you already have added a steam id. You can only use one steam id per account'

    What to do from now???

    Hey everyone,
    I would like to download the iOS SDK for Fusion 2.5 to develop an extension.
    However, I cannot download it, it says I don't have the appropriate permissions, yet I have Fusion 2.5 with the Android and the iOS exporter with Steam.

    What should I do?

    Kisguri,
    Look, people were wondering why Firefly is not a success, I gave you, according to me, the reasons why.
    You know, when a customer give you some feedback about a failing product, it's useless to question the feedback itself and trying to explain how great your product is. It isn't. Or at least, it doesn't seem to be.

    I'm the kind of guy who has never hacked any software, because, as a developer, I respect the work of other developers. Paying has never been a problem for me, if the software worth it. I've been a customer of Clickteam for at least a decade. I've bought MMF 1.5, Jamagic 2d/3d, MMF2 , Fusion 2.5 Dev, the iOS exporter, and the Android Exporter.
    So you know what? Stop implying I don't wanna buy anything. That's disgraceful! I'm not greedy and insulting me the way you're doing is absolutely not the appropriate answer. It's very unpleasant and unprofessional.

    Before I give you 80 bucks for Firefly, I just wanna be able to see how your software is working. What can be done with it. How it is used. As I told you, EASINESS has always been the key to success of Clickteam's products. However, that doesn't SEEM -I may be wrong- to be currently the case. Period.

    You have to trial version. Period. That's not good, but this is not a deal-breaker. Period.

    The average users (including me) need examples, tutorials, videos, BEFORE we buy the product. What games have you done with this engine? How do you code? Can you show screenshots or videos on the way firefly works? I mean like CODING? There are just simple super short videos on youtube. And the games look just bad. And it doesn't show the code.
    Can you understand, people need to see your product before wanting to buy it? You have no trial version, fair enough! But at least, could you show tutorials or detailed examples of firefly before we buy it? Is it so difficult to get? Just make one mario 64 like level, and SHOW THE CODE. And please, for God's sake, no more choco freaking break tutorial. Real 3d please.

    I don't wanna be mean, but the limited success of Firefly might just be caused, not by the product itself, but by the way you marketed it.
    I mean, look, there are already plenty of 3d engines. Independent video games studios are not going to choose your product over Unity or Unreal Engine just because they would like to avoid a 5 to 10% commission --> They need performance, reliability, plugins and a large community. Firefly has none of it. Period.
    So your core market can only be the casual developers, who just want to have fun making their own games, but most of them are not going to commercialize it. And this customer segment, don't care at all of royalties, because 5% of zero is $0. So you can't compete with the pricing of Unity. However, you could compete with something else. The casual developers are not specially looking for performance, or royalties, they want easiness. A quick and funny tool to make cools games. And they are willing to pay for that tool.
    Now, look at firefly, honestly, it's neither easy nor intuitive to use. That's a very bad start.
    Then, you don't even have a trial version. Honestly, it's 2017. We have freewares, opensource solutions everywhere, and you don't even provide a trial version? You're assuming your customers are thugs who are just going to hack your trial version to get your useless software for free... Common'! This is not serious. Nobody is willing to pay 80 bucks for a brand new/unknown software (probably full of bugs) with no trial version when dozens of free alternatives exist.
    Finally, you've made another mistake. DOCUMENTATIONS! For God's sake! When I decide to use a library over an other, to use a tool over an other, I look at the community and the docs. We need clear docs with a lots of tutorials, and specially the casual developers (your goddamn core market!). You have 90's ish creepy video game examples (you could have made a mario like example), only one fake 3d game tutorial, and when your customers are asking you questions, you tell them to read the docs...
    To recap, I think firefly could still be a success if you just fix the lack of docs/examples/tutorials, create a trial version, a maybe, make the interface of your plugin more intuitive.

    Il n'y a pas un "world editor" qui permet d'éviter de placer les objets un à un avec les coordonnées?
    Si ce n'est pas le cas, c'est problématique qd mm... je pense que l'aspect user friendly est déterminant sur ce genre de produit. Car techniquement parlant, ça ne peut pas rivaliser avec unity ou Unreal Engine, et d'autre part, ce n'est pas un produit opensource ou gratuit. Donc le seul intérêt c'est la simplicité d'utilisation.
    Ensuite, niveau marketing, Clickteam n'est vraiment pas bon. Leur produit est sorti depuis plusieurs mois, pas un seul vrai tuto ou vidéo de l'interface... que des exemples de jeux dont les graphiques laissent vraiment à désirer.
    Et bien entendu, pas de version d'essai car ils ont peur de se faire pirater, mais ça ne les dérange de mettre en "humble pay" leur logiciel avec toutes ses extensions.
    Je pense qu'il aurait été plus rentable et efficace de récuperer le code source de blender (qui est libre de droit) et de l'intégrer à Fusion avec un vrai éditeur de niveau.

    Hi everyone, I'm not yet a user of firefly ( i'm waiting to see more tutorials of what can be done), however, I was wondering, does anyone know if a game created to firefly could implement VR features ? Like assigning the direction of a camera to the direction of a VR headset ? There's a new gold rush on VR games, and I think, a lot more indie game makers would buy Firefly if it has a VR extension !

    The problem of the chocobreaker example it's this is not even a real 3d game. By 3d game, a lot of people mean platform games or rpg not a 2d-like game.
    You cannot sell a product with no trial version, very few examples, only one not very useful tutorial, no guarantee than it will be supported by the new version of Fusion coming soon, and yet expect a lot of people to buy it. I mean, you're company, not a startup on Kickstarter !
    You seem to fear we could hack your trial version... that's preposterous. On one hand, you want us to "invest" in your research ('cause you're selling an unfinished product, like a startup would seek support by building a community of followers on kickstarter) and, on the other hand, you don't trust us, and suspect us to try to steal/hack your product. You won't go anywhere with this mindset.

    This is an awesome job! I might buy it for Xmas.
    I've read pretty harsh comment on this topic. Obviously, no one should compare Firefly with Unity or Unreal for a simple reason: they're both pretty harsh to use for a beginner.

    According to me, the most important feature of a 3d engine for mmf is not it's number of polygons or shaders, it's the easiness to use. If clickteam can make a 3d frame editor, as easy to use as the traditional 2d frame editor, it will be a big hit for me (and many other users I assume), even it the engine is as powerful as a ps2 !

    That being said, I do have a more practical question :
    if I want to buy it, since Clickteam's staff is gonna make a lot of updates, is it better to buy the version of the clickstore ? Because I do remember the steam version of fusion had a some delays with the updates...