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Thread: Need Some Level Building Tips

  1. #1
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Need Some Level Building Tips

    I was watching this video: https://www.youtube.com/watch?v=uzrMru-NnMI and had more questions than answers! He is building the level with his art program and tiling parts he needs tiled, but I'm a bit confused on how to get the level into Fusion. Do you then rebuild the level in Fusion block by block or do you break the level up into smaller images and stitch them together and use invisible collision blocks?

  2. #2
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    alexexhowl's Avatar
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    usually tile(block) based platformers uses objects himselfs to check collision wich is bad for perfomance (too many objects for checking), how we reduce that collision checks? let's say we have floor wich contains 10 colums of 16x16px size, to cover all of them we can create one single invisible object and set it width up to 10 * 16px wide to cover all their positions, and instead checking 10 floor tiles we can check collision between player and that 1 custom collision mask. If you cover with that method you can get significantly high perfomance boost.

    also, clickers don't recommends to draw too many objects, that's also bad for perfomance. Try to join small chunks into big one wherever it's possible.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    The great thing about Fusion is that you can do something in a few ways.
    Normally you code your own level editor if you want to do a tile based platform setup and it's good practice if you want to learn how Fusion works.
    What this video is doing is a way of tile mapping the map out
    You could just run a slicer over X by Y tiles and store the graphics There has to be a level editor to tell the game engine what type of tile is being used. (again you will learn more if you code your own level editor)
    If you just want to make levels quickly without a separate level editor then create the tiles for every aspect and then use the frame editor to layout the level using the grid snap function.
    There is also a tile editor program on Steam which is suited to the tile editing process.

  4. #4
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
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    @DJFuego can you explain about slicing image into sprites (objects) more? that sounds interesting. I have no idea how engine detects, for example, mario, goomba or coinblock.

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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    @DJFuego , so suppose you want to bring in the map he made in the video over in pieces and snap them together, what would be the biggest image size you would use per map section? Chunks of 512 x 512. If you were making an HD game would Fusion have a problem handling map sections as long as 1920? I think Ben Fiquet who worked on Wonder Boy: The Dragonís Trap said he used sprites that were as long as the screen so the players wouldn't noticed much tiling.

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