Wow. I have taken a look at the games and some I own and never realised it was made with Fusion. Like Escapists.
Posts by SudoRadish
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.
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.
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Like I said, I have probalbly scratched the surface in terms of what it can do.
I made several rough games that amounted to nothing more than test projects. Mainly around simple side scrolling platformers. However, as much as I like fusion, I am curious if there have been notable projects that made even the Fusion devs sit back and go "woah".
I suppose what I am saying is, I want to go beyond just playing with it. I want to see beyond the Five nights at Freddies. I want something that makes me really want to push and test my limits. Maybe that is selfish of me. But I am also very curious because I do think the software is brilliant. But I am still just playing lol.
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so what has been the furthest someone has pushed the Fusion framework?
I am curious because in my own playing with the software I don't think I have even scratched the surface of what it can do.
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OK you devious sod. You have made a game that I thought "here we go. Another Snake clone/derivative."
But I will be dammed. Its fun. Very fun. Well done.
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[MENTION=5109]Simon[/MENTION]
Odd because it shows on all my devices? I will edit the thing and find another. Could be the account has died.Scrap that because it wont let me edit...
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So here is another video.
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So I am working on a game which you can see Please login to see this link.. When it stays in windowed mode the subapplication stays in location but when I goto full screen or maximise it shifts location. Is it possible to scale this window to math if it is in full screen or maximised?
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It has been a very long while since I last posted on here. Not that I havent been using CTF, but I have been using it to make little projects with my kids. However, during the Covid thing I have played a hell of a lot of retro games. Especially from the C64. One game I remember from my youth was called Nonterraqueous. Yes the is a mouthfull of a name. So I figured I might use CTF to make a quick game.
Essentially it was a flickscreen game where you player a robot seeker tasked with finding and destroying the evil ZX81 that is terrorising a world (I am dumbing it down a little but honestly it's not far off). What made this game interesting is that it contained 1000 rooms. Which I am sure that 90% are pure decoys :o I am gonna include a walkthrough video showing it been completed in 5 minutes. Which is a feat because the game is hard as nails and the guy uses a glitch. But it shows the basic gameplay elements.
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Recently playing it I found that actually, at its core, the game is still interesting. You have that neat flickscreen approach to room transitions. The enemies are well animated and the overall look is still alright to say it was a budget title from the day. There are some really iffy design choices though, like the constant gravity pull meaning you have to constantly adjust your seeker and the amount of rooms. Yes 1000 was impressive for the day but actually if you look there are probably only a few room types.
I figured I might try and recreate this game but use my gaming experience to try and correct some of these issues.
So today I have followed almightyzentaco's amazing ARPG tutorial to make the flickscreen effect. I have then created a frame with a subapplication object to act as the main screen and this subapplication links to the game frame which has a size 440x440. This is then snuggled into a hud to emulate the look of the C64 game. If you click the thumbnail you will get a csreenshot of what I mean. At some point I want to create a "border" effect like you see on the C64.
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Bellow is a thumbnail which if you click you will see the flickscreen working. The camera object is visible for debugging the camera.
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This is still very early days and there is a lot that needs to be done. Around enemy stuff and then to do with traps and other things.
Anyay I would post this to show what I am working on and maybe get some ideas/feedback from the community.
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Trials on Tatooine: This is a marketing tool for the most lucrative movie franchise in the history of the world. I think Lucasfilm and Disney could find $2k somewhere in their marketing budgets if they really tried.
Lets be honest about this. Disney could sneeze and shoot out that amount of money.
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Yeah I am gonna take a look at the code when I get home from work. I do this as a hobby so my time on it is limited XD
I was curious about how much fluffy people stuff into their games. Glad to see not just me that uses millions of lines of code for a little process XD
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Anyone else think that they start sticking in features, objects, concepts, or others needless fluff as they go along?
I started making a simple Dizzy clone and now it almost looks like I am trying to write war and sodding peace in my code XD I really need to go through and do some weight shedding on it. Get it back to a basic game (After all Dizzy was a simple, solid, platformer core) and then work on the puzzles.
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it is funny to see others trying to make a dizzy game. I am trying to make a Dizzy styled game but using C64 styling. So I will be looking at this code myself because I wanted a more robust inventory system.
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Yeah I am starting the process of "porting" the logic from one to the other. Not done anything on it for the last few days because my Asthma is been a bitch and I have not had the energy to do anything.
**Listening to my Audible library has been about as much as I could stand.
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Before worrying about the in app purchases, connectivity and so forth I would look at the mechanics.
Having watched a tutorial on YouTube (Please login to see this link.) it certainly seems more than possible. The problem is what system do you use? You have Yugi, magic, world of Warcraft, a plethora of Japanese games and more. Not to mention just straight up deck builders such as ascension and Android:Netrunner.
I tried making a clone of Ascension in another engine and I got the basics down but it was a hell of a lot of work. Especially for a single person. And even then balancing it all out, the random bugs in drawing cards and other glitches were a royal PITA.
As for connectivity. That in of itself is a monumental task. Not impossible but again a lot for one guy to take on.
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So I bought Clickteam Fusion last year slightly after the GameMaker Studio bundle. However I didn't use it. Until recently that is.
Having used Unity, GM:S, Unreal 4 I find Fusion really easy to pick up and use. In fact I have just finished messing around with it today and prototype a platformer in a matter of hours. Where with some of the others I had a very steep learning curve to even get them to do something rather basic. And the fact that I got basic physics working without having to worry about code/script was even better (Thank heavens for that platformer object).
I am now wondering how easy it would be to port some games I have been working on from GM:S to Fusion.