I totally agree that it would be a big improvement, but I have no idea how hard it would be to implement. I suspect the fact that it hasn't changed in so long means it might be harder than you think. I mean, people must have asked about it before right? I know it's definitely something I've thought about.
Posts by Disthron
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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So, from what others have told me, if you want to have a DLC with Fusion, your best bet is to have everything built into the game, and then have the DLC be a download file with an encrypted text that the game then looks for to activate the DLC on the game. You could go a step further and export stuff like animations from game objects as ANM files, so that if someone tries to hack the game they won't see anything unless they also have the external ANM files. Another thing you could do is have different builds of the game that have the DLC, or no DLC. Steam allows you to have different skews like that.... but that could get a bit complicated if you have a lot of it.
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This has been a thing in Clickteam products for as long as I can remember, and I started using it back in the OG Games Factory days. I think it would be cool but I doubt it will become a feature.
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That is really cool! Have you considered scanning everything and uploading it to Archive.org or some other preservation site? Some high quality scans of the box art would be super cool
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Game genre: 2D side-scroller, ‘beat them up’ style.
Payment: Negotiable. Half can be paid up-front, should you want that, and then the other half will be paid upon delivery.
We’re making a giant monster game (with some not safe for work elements) and the perspective is similar to a side-scrolling ‘beat them up’ game (such as Streets of Rage), so you walk across the screen and in front of and behind objects. It’s the standard 2D ‘beat them up’ set-up. We want to be able to pull off `multi button-press moves’ and have game entities made up of multiple objects (which will involve scoping).
Some of the interfaces have already been designed.
The project currently has several fully animated characters (a couple of them may not be in the public release) which have all been custom sculpted. These characters would be destroying scenery and fighting the enemies using their attacks. Each character has its own menu animation for the character selection screen.
We could like enough for a ‘minimum viable product’, and this could be just one level. The main thing is to get all of the enemies working properly.
Further details details will be provided if you elected work with us. Any questions, don’t be afraid to ask.
We are basically trying to make a game like this, but with our own characters and style.
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Here you go, try this. The 2nd and 3rd frames show the bug. Please login to see this link.
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Hi I've discovered a bug in the current version of Fusion. The "Handle background collisions even out of window" checkbox in the Frame Properties menu is actually backward. Checking it actually turns it off and unchecking it turns it on. The process of discovering this was very frustrating.
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Hi, so I recently felt a bit nostalgic and wanted to pull out this extension and have a play around with it. Unfortunately, the install file for the extension wouldn't work. It seems the install program can't detect the steam version of F2.5 and my old CD version of F2 also wouldn't install on windows 10. However, years ago I noticed that many older extensions that were popular back in the day have become increasingly more difficult to find online. So I made a backup of all my old extensions, just in case, and to my delight, the Raycasting extension was in there.
So I can report that the ray casting extension still works in the current Fusion 2.5. However, the level editor doesn't seem to work anymore. I haven't tried installing it on a virtual PC or anything like that.
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Does anyone still have the demo scene, the link seems to be dead.
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Hi people,
So I'm trying to find something in my old files and some of them use extensions from 'MMF2ExtPack1'. The trouble is, I use the steam version of Fusion 2.5 Developer, so when I try to install that extension pack, it keeps telling me that Fusion isn't installed. Dose anyone have a fix for this. Dose anyone happen to have the old mfa files laying around? I've been trying to find a loose download for ages but it's not good. Any help would be greatly appreciated.
The file I'm specifically looking for is MT Random Object (MTRandom.mfx)
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Hi everyone,
So I was hired to crate a small escape-the-room style flash game and I used a number of the photoshop style 'effects' for the lighting. I made the environment look dark by giving a layer the Overlay effect. But very few of these seem to work in flash. Are there any shaders that have been made to work in flash? I think the effects are shaders, aren't they?
Any help would be greatly appreciated.
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[MENTION=12521]Julian82[/MENTION] Thanks man, that seems to have worked really well.
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[MENTION=8318]N64Mario[/MENTION] Oh, it was working in an earlier version of Fusion 2.5. I'm pretty sure it was working in an earlier version of the Steam version too. I've made a couple of small updates over the years. I think the last one was in 2015.
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Hi everyone,
For those of you who don't remember, I released a small game back in 2013 and have been selling it on Desura and later itch.io. Anyway, I was approached by a small publisher to put my game up on Steam. They wanted me to do some small updates, Steam cards, achievements, that kind of thing. However, when I went to compile my game again the enemies stopped being animated. It seems the trick I used to create the detectors isn't working in the new version of Fusion 2.5.
Basically, I use a fast loop to save the current animation and frame, quickly change the animation to the "detector" animation, test for collisions, then change the animation back, force the correct frame and start the animation again. I'm using "Generic Group 6" as a group for anything that has gravity and needs to colide with platformes. I took a few screen shots so you can see the code.
I know this worked at one time because I kept all my work files form the project, and it works in the old build. I tried to downgrade my version of Fusion 2.5 but the Steam version doesn't seem to offer that feature If anyone has a solution I would really appreciate it. Is there a way to go back to previous builds? That wold probably be the simplest, otherwise if you know how to re-implement this techneque in the current version that would be helpful also.
I'm currently on build R290.4
Anyway, here is a composite screenshot of the code, so people can take a look.
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Hey Julian, thanks for the heads up. I hadn't seen that. I was looking specifically for the achievements thing. As that's what the guy from the publisher was most interested in. I hadn't thought to look in a general thread like that.
Is there any documentation on the Steamworks extension, I haven't been able to find any. The website that is linked too in the properties of the extension dosen't even mention it.
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Hey everyone.
Are there any guides on how to implement achievements in a game you are releasing on steam? A small publisher is interested in my Mutant Colossus game and they are really keen on adding achievements to the steam release. One of the things I'm interested in is whether or not I can store values on the steam cloud, for things like "kill a certain amount of enemies". I don't want to use an INI file if I can avoid it. As I suspect that might be to easy for players to cheat.
The Steamworks extension looks pretty complicated, any help would be greatly appreciated.
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Hi everyone, I'm looking for an artist who wants to join in the competition. I know there's only a day left but I think we could make something small.
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Hi everyone,
Would anyone be interested in working on an old school side scrolling beat-em-up game? The game designer wants to have a more indepth combo system than most standard side scrolling beat-em-ups, with combos and juggaling. I've laied down some ground work but you may want to start from scratch. he already has a lot of the artwork compleated.
Here are a couple of animated mock-ups of what the creator is looking for.
Please login to see this picture.Please login to see this picture.
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The Working file is only 619 KBs and the executable is around 2 MBs. There is only one frame and a few graphics. In fact I think you can see almost all of them in the gif above. I haven't tried to load my frame into a fresh file. I'll try that now..... Ok, that seems to have fixed it! Thanks. Still not sure what caused it though, which it a little worrying.