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I honestly can't imagine myself using Fusion without the 2.5+ DLC anymore, stuff like child events, include frame, find all, qualifiers improvements, profiler, etc. are all important for more feasible development, especially for big / advanced projects...
This may help (Copied straight from a post I made on Gamejolt):
First Example: Scrolling Minimap 🗺️
A scrolling map example originally created to help a user with a specific problem. The main goal is to ensure compatibility with various runtimes without relying on subapps.
This is achieved by using the crop shader on map objects and carefully manipulating it on runtime
Features:
No usage of Subapps or other 3rd-party extensions
Supports multiple runtimes (except ones who don't support shaders)
Handles the delay of positioning layers on Windows and Android
Mouse scrolling code stolen from SolarB used to demonstrate map scrolling
Uses assets bundled with the engine
Notes:
This is not a widget
Requires the crop shader. If you don't have it, you can find it on Please login to see this link.
Map objects exist on the "Map" Layer, with the "Perspective" Qualifier assigned to them (Not to confuse it with the Perspective object, those are are tw completely different things) and "Crop" shader applied
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Second Example: Minimap 📍
A Simple Minimap with rotation support (can be moved at any time), Minimap icons are dynamically made from the ".mini" objects, easy to integrate into projects
@Outcast
@MuddyMole Already had the best answer to this, basically compare ranges, it's the fastest and cleanest way honestly As you are dealing with rectangle ranges, compare ranges like MuddyMole showed above (there is also a range expression for that) or in terms of circles, compare distances, other than that, I wouldn't really recommend checking for collisions, as it's not the most ideal way, not the cleanest and the slowest out of all methods (also the zone objects have to be…
You could maybe use an alaytics REST API that can be communicated with via something like the GET object, but i'm not aware of any, so you may need to develop a custom system using PHP + MySQL (or any other stack you prefer)
But ideally, for mobile games, it would be using Firebase, though it's not available as in Extension in Fusion.. I did get a prototype Firebase extension working, but couldn't continue due to being tasked with other important stuff, mainly app development, and currently developing an enhanced AdMob extension, so Firebase may need to wait a bit...
This is what I have done so far (if I ever come to continue the development of this, I will also try adding other Firebase features like Push notifications)
LLMs aren't trained very well on Fusion knowledge, so I honestly won't recommend it for any Fusion related task, and even if it used search, not everything is mentioned on the forums.. List is a pretty simple object, just check the Help file of it in the About section of the object to understand what each Action, Condition, Expression, and Property does...
And by the way, wrong Forum to ask, this one is for sharing resources.
In OpenGL ES, text is always cropped within the borders of the string object, so make sure that the size of the string object can fit your string well.. Also when changing the font size, there is an option to also enlarge the border with it.
NaitorStudios is currently making a PMO 2 extension that supports DeltaTime
In my DeltaTime guide, I explained how collisions should be handled step-check fashion to not skip obstacles on high speeds / low frame rates / thin obstacles, or if already handled where every pixel you check collisions, then you don't need to worry about step checks, just about the main collision handling logic, velocity curve, etc.
You can find info on how such thing can be implemented in the guide, and my Custom Movement examples like: Tank, Bouncing Ball, and Custom Move Safety (Can be found in the Discord server > Resources channel, or if needed, can also post here)
Anyways here is an example of a custom Platformer Movement with: Slope handling logic with sliding, Multiple instances support, Embedded Hitboxes (Masks), and Animations (No need to understand the core behavior, only check how Player.Control group for reference on how to use it): Please login to see this attachment.
It's WIP, so there is no DeltaTime support but can be added "easily" (Check my other examples on the Discord for reference), and generally may have some issues, also it's missing some of the features I had planned for it like Coyote time, multiple jumps, Additional Velocity, Moving Platforms support, etc. I never got to finish it due to limited time...
It's true that most of the built-in movements are pretty bad, but why use them?????
Typically, stuff like Movements should be done yourself anyways, they can get quite specific and differ from game to game, and it's something up to the dev to program...
I have made many Custom Movement examples and guides before, like: Tank, Bouncing Ball, Flocking Sim, Trillions of Top-Down Movement mfas, Custom Move Safety, Spiral Push Out collision systems, etc. and now making a TMO (Top-Down Movement Object) in my free time...
I have shared all for free on the Discord server, but would take me awhile to share all here to, so if someone needs to check them, check the discord server > Resources channel
Is there a way to make the list object show in the frame editor as its icon, instead of the white crosshatched square (see image)?
Can't be done, as the one in the frame editor is drawn by the extension... Only way would be for Clickteam update the object with an option to just the icon in the frame editor (Should be easy)
GET object is a bit too limited for the ChatGPT or gemini curl APIs, a better go would be Web Query (Also, they mostly use JSON for the data, so you need to use objects like JSON, or JSON++)
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Code
AI: User Send Message: I'm depressed, I see no meaning in life...
AI: Bot Response: Sounds like you've been staring at your reflection a bit too long. Maybe if you spent less time wallowing and more time doing something productive, you'd find some meaning—like figuring out how to be less of a downer!
As you start delving into advanced topics, the engine shows it's age, but at least it's still being updated, 2.5+ with all the updates make Fusion much better than the initial 2013 release, but unfortunately there are some critical issues still there, mostly related to how old the codebase is and to keep backwards compatibility...
Lack of error logging when it happens leaves the dev confused and rely on guessing with trial and error.
Not fully documented, leaving you picking info from many random parts, which is not a very good way to learn (Prime example may be Object Selection, where it's quite feasible, and dare I say, even easy to understand + quite powerful once you get all the main rules, but the main rules weren't properly documented).
Official SDK is way too messy than it should be, coupled with lack of documentation, makes it almost unusable if it weren't for the fact that some decided to make Wrappers such as Edif and DarkEdif to make the process more feasible.
Lack of functions is quite a big problem honestly, so you left relying on Fastloops/Foreach loops with values to fake functions with parameters, or use extensions like DarkScript, but sacrifice making the codebase of the project more accessible, which especially hurts community examples that should be available for most people.
Values system is index based, meaning as soon as you introduce qualifiers into the mix, especially if multiple qualifiers per object, managing them becomes a challenge on it's own so you don't accidentally replace existing values when adding new ones, and rely on stuff like allocating specific set of values, etc. All of this won't be needed if they were name based.
While I do appreciate the philosophy behind the engine where it leaves you doing a lot of stuff yourself, therefore have maximum control, and generally become a better programmer, but it went a bit too far, as the engine is missing some features that are considered as standard nowadays in any engine...
Windows rendering is quite limited, so stuff like Zooming out and rotation ain't possible without bad hacks + lack of performant ways to do stuff such as light rays.
Strings are very limited in Fusion, and may be the most limited aspect about the engine, they are too basic for modern needs.
What makes Fusion special is the event system, which may possibly be the best interpretation of visual scripting I seen in any engine, so that's a huge plus, and is basically the main reason why I chose Fusion even tho I already know how to code, it's because i'm more of a mice person, and do appreciate visual scripting more as it lets you focus more on programming rather than writing syntax.
You really sure you reran the search again and is looking in the right event sheet? like not another frame event's, object's behaviors, or global events?
Either use the share prompt (Differs a bit between Android and iOS) or use the "Send to clopboard" Action, which still works on Android and iOS, as well as Windows of course
Additionally, consider utilizing the include frame feature
For example, you can have an "Assets" frame which includes common objects you want to hide away or just manage in a separate frame for organization
As you may have already known, include frame basically copies over the objects, and events from the included frame, to the frame that includes it at build time (from child frame to parent frame)
But do note that if you have objects with the same names in the included frame and the frame that includes it, you would end up with duplicate objects if one if them is created at start and the other not, and generally may mess with things, so be careful + you can avoid it while still having the same object in two frame by unchecking created at start for BOTH, and creating manually at runtime, OR checking Don't include at build time for one of them (and also be careful with this one and don't check the option for both, or you would end up completely removing the objects from your game at build time, and any associated events with the ignored objects are gonna break or even cause crashes and other weird behavior)
I think one of the best ways to organize visually is to utilize Active System Boxes that are not created at runtime (or even better, not included in build time) as any changes are seen through the editor...
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I also find them very useful as spawner for objects
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