Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
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!
Sounds awesome, did you have a link to your Patreon?
Nothing yet, it's been a very hectic 2 years. There is an engine in the works that's been using the latest update of Fusion. The current engine is still selling well and I've been putting all the money from that to one side and it will all be going to help fund the new engine. At some point, I will be able to take a few weeks off and properly sit and get it done. So every sale helps right now, so thank you very much guys for the support.
Hey, creator of Please login to see this link.[/QUOTE] here.
Unfortunately, Fusion isn't very friendly when it comes to multiple players and multiple controls. The reason a brand new release of my engine has stopped is due to years of trying to get a nice system in place for multiple players and joysticks etc even when using VACCINE. I have a new engine that currently plays like Streets of Rage 4, but having to use so many third-party extensions makes it just a confusing mess of coding. I'm really hoping Fusion 3 finally fixes this issue and modernises things for gamepads.
Unsure how you would get 7 simultaneous players working unless you bound them to keyboard keys with no joystick input, but I wish you luck with it, it's certainly ambitious.
August 11th 2021 and I just wanted to update this thread to let everyone know there is indeed a new beat em up engine in development. I still need to iron out a few of the details so things could still change, but development has been underway for some time.
What I can tell you is:
- It's based primarily on Streets Of Rage 4 - Full 1080p (no more tiny pixel sprites). - It's a lot cleaner and much easier to build upon. - Major version releases will be released on the ClickStore - Major and minor version releases will be available on Patreon for select tiers.
I basically don't want development to end with the release on Click store, I want to be able to build on it, squash bugs and add more features with support via Patreon.
Hi, There is indeed my beat em up engine on the Clickstore Please login to see this link.
My work on a Streets of Rage 4 style engine is currently in development in full 1080p and will be very in-depth and feature-rich. Same as my other engine, the events are fully documented and explain how things work and why they exist and such and is a great way of learning the basics to start your own project.
I've found an issue with Vaccine 1. If my wireless 360 controller disconnects (runs out of charge or I take the power pack out), I can no longer resume when it's turned back on. This includes trying to use the keyboard after a disconnect.
Unsure what funds I would need, idealy a steady stream to keep things moving which is why I looked into Patreon. I did a poll recently and it turned out that 70% preferred pixel art for their beat em ups, so I scrapped the idea of a large 1080p size playfield with massive HD sprites (probably for the best time and cost wise). After deciding to stick with pixel art I looked into scalability options and could get it to look nice and sharp at full screen. I then looked into the most user friendly way you could import larger sprites and simply edit their properties like walk speed, run speed, jump height etc.
There are so many ways I can make the engine more efficient so users can spend less time in the events editor, but it would mean a fresh version. And while I would love to update the 2018 engine with this all new version for free, it's not financially viable, so Im unsure how to approach it without people feeling upset that they now have to purchase a new 2021 version (even if it was vastly superior and more feature-complete). Patreon looks like the only way forward at the minute unless something else comes along.
If you haven't already, check out my beat em up engine on the clickstore ( Please login to see this link.
Check out the video: Please login to see this link.
As you can see I had the shadows move with the enemies as they fell or were thrown instead of vanishing. As mentioned above, events are paired so you can really simplify things and not have to worry about giving them ID's. As such you could choose to make them invisible or have them shrink in size or transparency.
Great list. Many of these things I had hoped to add. As for scalable resolutions, this is something I'm hoping to address in a new or updated version. I knocked up a small test engine with big hand drawn sprites and backgrounds (like Streets Of Rage 4) and loved how it looked a felt as opposed to working with tiny pixel sprites. So that's something I'd like to work on which would be both an engine that doubles up as a fully playable game, but I'm currently looking for viable methods of funding. Shame Clickteam aren't looking for or funding devs to make demos/games to showcase Fusion 3 off.
I have been getting lots of e-mails and private messages recently asking if I plan on adding more features and free updates to the engine. I'd certainly like to and I'm trying to figure out the best way to finance it.
Just out of interest, what sort of features would people like adding?.
I'm having a lot of fun with 2.5+, but I do have a feature request: collapsing/expanding child events! Similar to groups, maybe reduce all childs down to a single "group line" that rests indented under the parent event when collapsed, or turn the parent line itself. If these could also be nested too then it would be fantastic
The effect i'm thinking of is similar to adding a group as a child, only fusion would do this automatically for each new indent, so you didn't have to manually create a bunch of groups yourself for each new child line.
Back to tinkering for me, cheers :cf25+:
I naturally went to collapse the child events and noticed I couldn't. So yeah, I'd really like to see that feature too.
The DX9 runtime benefits from lots other 2.5+ optimizations, so maybe not too bad.
In the future we'll probably try to add an option to let you choose another font system. We've tested some of them, so the code is partially done, but each one had a drawback, the current one was the best compromise.
The Pro's highly outweigh the cons. This child events system.. my God.. where have you been all my life.
It's a direct X thing, not an OS thing. Dx9 doesn't do this, just Dx11. Changing my windows appearance settings won't be a workable solution for players.
I'm having the same problem. I making a pixel art beat em up where the enemies names are displayed, but the text is a horrible mess and I can't even clean it up with-the pixel outline shader because that too is Dx9. It's no biggie, I've just reverted back to Dx9. The game doesn't suffer from any performance hit anyway... yet.