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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!
When selecting a font for a string, Fusion 2.5 lists fonts that are no longer installed on my computer. Is there a way to clear/refresh this fonts list so it is only showing fonts I have installed? I have been able to install fonts and have them appear on the list but I cannot clear the list of old, non-existant fonts.
I am using the inbuilt scrolling in fusion. The camera is centered between the player and the crosshair, and the crosshair is set to always be positioned at the mouse cursor. When the screen scrolls, the crosshair moves slightly and becomes positioned slightly offset to the cursor.
Please login to see this link. is a video demonstrating the problem. Thanks in advance!
I want a top down aiming system like Hotline Miami, where the cross-hair moves relative to the player and mouse movement (as seen Please login to see this link.).
It's because the controller actions are just re-positioning the player by 2 pixels every frame which means the stop actions wont work, because the player never technically "moves". Please login to see this link. is a good example of how to achieve the movement and collisions you want.
Active moves on a pinball movement, a new light_shoot is being created at it's position always, the light_shoot object gets deleted once it's fade out animation is over. The light_shoot object is static and does not move with Active, creating a trail effect.
So I have this problem where if all instances of an object (called "enemy", in this case) are destroyed, the next time the object is created, it won't be created.
My issue is really hard to explain clearly, but can anyone find the source of my issue from the MFA I made?
I am making a game that involves placing tiles. When a tile is placed, I would like it to detect if there is a tile adjacent to it and on what side, and adjust the animation of both tiles accordingly. I did have a look for some examples on this forum, but many of which were over 5 years old with outdated download links.
I imagine so. The behavior I want is either a health bar or counter that floats above each enemy. If it's a bar, I want it to change color depending on the health. I also want it to work for duplicates, as my original system did not work for duplicates. It may be simple, but I haven't used Clickteam in a year and I'm really rusty so any other methods are appreciated!
Hi all! I wanted to put health bars in my game so I followed the example linked in Please login to see this link. thread. However, when I transferred all the code over to my game (manually) it doesn't work. Can anyone help?