Game and software creation has never been easier or quicker than with Clickteam Fusion 2.5! Discover the tool used by so many multimedia professionals, game creators, and creative people from all walks of life. With CF2.
Análises de utilizadores: Muito positivas (99 análises)
Data de lançamento: 5 Dez, 2013

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Recomendações de Curadores

"Najstarsza rodzina middleware (KnP 1994) z prostym systemem tworzenia gier bez znajomości programowania +wszystke gatunki 2D +dużo platform -cena"

Atualizações recentes Ver todas (21)

27 Novembro

Update Released - 283.5

A new update has been published for Clickteam Fusion 2.5. Update 283.5 brings a ton of new fixes across all exporters and the core product. Read on for details!

Build 283.5 - Change log
------------------------

Editor

- Editor: images were no longer compressed when you load a MMF2 MFA file and save it twice
- Editor: when loading a MFA the missing file dialog was displayed if a Flash preloader file didn't exist even if the preloader option was unchecked
- Editor: the editor toolbar was incorrectly positioned if it was on the left of another toolbar ans you switch between different editors.
- Editor: if the property window had a different size than the default one, its size could change when switching between various editors.
- Editor: tabbed toolbars were disabled after running the application
- Editor: when you save a project file (.mfw) and by mistake set the extension to .mfa, CF now forces the .mfw extension to avoid you to overwrite a mfa file
- Build issues when external sub-apps are automatically built when you build the main application
- Properties: the edit text property has been improved (Ctrl+A can select everything and it has an horizontal scroling bar).
- Properties: you couldn't just add or remove space characters from value names when you rename them.
- Properties: the HTML5 Preloader Type property was not immediately re-enabled when you select the "Include preloader" option
- Event editor: the names of the alterable values and strings of objects are now diplayed in their behaviors, as well as the names of their custom animations.
- Event editor: the event line number was clipped if there was more than 10000 events
- Event editor: the Animation selector is now resizable
- Event editor: the file selector for file parameters is now resizable and the Use Expression button is now correctly sized and positionned
- Event editor: the frame name is now displayed in the text of the Jump to frame action
- Event editor: crash when you open 2 event editors on 2 different frames, open 2 action editors and close one.
- Event editor / Physics Engine object: incorrect text for "Prismatic joint / Joint two objects at position" action.
- Event editor: the names of the custom animations weren't displayed in the behaviors.
- Event editor: Internal Application Error on MacOS under Wine with the latest version of Wine when you paste text in the expression editor.
- Event editor: when you select a movement with an expression the title now says "Enter an index between 0 and 1023" (instead of 1 and 1024). Also the movement names in the frame editor start at Movement #0 (in new movements only, not easy to change them in existing movements).
- Event List editor: vertical scrollbar problems when the frame contains more than 1000 or 2000 events.
- Event List editor: crash when an event line contains the maximum number of actions (128).
- Expression editor: crash when you press the Format button in Compare With Global Value dialog box.
- Expression editor: wrong colored syntax when the expression contains line breaks
- Workspace window: now automatically scrolls when you move an object.
- Workspace window: object icon now updated when you undo resizing or rotating the object in the frame editor.
- Picture editor: in alpha channel editing mode the fill tool was not using the exact selected color.
- Picture editor: text was cleared when you click the bold/italic/underline buttons after the edit box is closed.
- Picture editor: controls are now disabled when the animation preview is open
- Picture editor: now displays an "unknown format" message if you drag & drop an unsupported graphic file to this editor.
- Picture editor: bug in undo selection resizing
- Picture editor: you can now move the selection with the arrow keys (press Shift for a faster move)
- Picture editor: the old MMF quick shortcut keys for the hotspot and action points are restored (press C for the center of mass)
- Picture editor: scrolling with the spacebar was too fast when zoomed in
- Animation editor: the animation speed in the preview window should be a little more accurate, although it can't be identical to the animation speed in the runtime as this one depends on the instant movement speed.
- Physics Engine object: its "Create before frame fadein transition" option is now forced.
- Physical objects/movements: the maximum value for the friction has been increased to 300.
- Physical objects/movements: the maximum value for the density has been increased to 200.
- Path movement: conversion issue from MMF 2.0 applications, the movement structure was not correctly terminated causing issues with the Reverse command (note: editing the movement fixes the issue for already converted apps)


Fixes in 3rd party extensions, available in the extension manager

- Advanced Menu object: various fixes
- Calendar object: display issues in the frame editor in Picker mode
- Color Selector object: was not displayed in the frame editor in Direct3D mode
- IconView object: Unselect Icon now works, as well as the Find expression (you have to edit the expression and replace Find by ivFind or delete and recreate the expression)
- Masked Edit object: was not displayed in the frame editor in Direct3D mode
- Progress Bar object: was not displayed in the frame editor in Direct3D mode


Windows runtime

- Windows runtime: incorrect thick frame after restoring a maximized application with the "no thick frame" and "resize to screen" options.
- Windows runtime: if the "Resize display to fill window size" option is selected and the "Keep screen ratio" is not selected, then the runtime can now go to full screen even if the largest resolution available on the monitor is lower than the resolution of the application.
- Windows runtime: if the Language property of the application is set to Neutral Language, the texts sent to and retrieved from non-Unicode extensions are converted using the language settings of the current user.
- Windows runtime: crash when you add a backdrop and delete the active object if the active object has a shader.
- Windows runtime: distance expressions give wrong result when coordinate differences are huge.
- Windows runtime: the VSync Off action now works correctly
- Windows runtime: performance issue in standard graphic mode if you set an angle to 0 with high quality.
- Windows runtime: collisions with backdrops remain active in the physical world even if the backdrop is destroyed.
- Windows runtime: the text returned by the key$ expression no longer contains garbage at the end when used in expressions.
- Windows runtime: collision with backdrop issues in some cases when you resize the frame at runtime.
- Windows runtime: incorrect clipping in maximized mode if the "heading" option is selected and the "heading in maximized mode" is not selected.
- Windows runtime: on a secondary monitor the application couldn't be maximized at a size greater than the size of the main monitor.
- Windows runtime: objects with extension movements like Circular or Vector could disappear at coordinates above 32767.
- Windows runtime: some objects were duplicated during one frame in Direct3D mode when a layer was wrapping.
- Crash when you create backdrop objects in the physical world and you jump to another frame
- Active Backdrop object (Windows runtime): the object was not correctly located in scrolling apps
- Active/Background System Box objects (Windows runtime): border not displayed in Sub-Applications with the Display As Sprite option.


Complete list at http://community.clickteam.com/threads/89823-New-Update-Released-283-5?p=648107#post648107

2 comentários Ler mais

11 Novembro

Five Nights at Freddy's 2 released

Fusion made Five Nights at Freddy's 2 has been released on Steam. The sequel to the highly successful first iteration of the same name, promises more scares and extra features during this recent work week of horror gaming!

http://store.steampowered.com/app/332800/

http://www.youtube.com/watch?v=60wLvPWXCCc


2 comentários Ler mais

Acerca deste software

Game and software creation has never been easier or quicker than with Clickteam Fusion 2.5! Discover the tool used by so many multimedia professionals, game creators, and creative people from all walks of life.

With CF2.5’s amazing event editor system you are able to quickly generate games or apps without mastering a traditional programming language.

Within your first hour you will have learned the basics of the tool. Compile a windows app with a mouse click, Or target additional platforms like iOS, Android, Flash and XNA (Windows Mobile phone and Xbox) with the purchase of our optional exporters.

Harness the power of Clickteam Fusion 2.5 today.

Steam Games Made With Clickteam's Fusion














Amazing Features from the Original Drag and Drop Programming Tool

-Make your first game in under an hour!
-No need for previous programming knowledge
-Easy to use and intuitive physics engine
-The original and world famous Event Editor makes programming a breeze
-Used by professionals and students alike
-Shader effects available
-Inserting assets is as easy as drag and drop
-Publish games and apps for multiple platforms
-Complete creative flexibility
-Hardware accelerated games and apps
-Outstanding, friendly community support

Build for many platforms with optional exporters


Generates HTML5 on the fly and runs automatically in your browser
Open extension SDK for endless functionality
Use hardware acceleration & shaders on powerful Windows machines
100's of additional objects provide additional functionality to the tool
Build directly from CF2.5 to any of your Android devices and build APKs
Access the Android OS with our simple permissions management system
Build games for all iOS touch devices including iPad, iPhone and iPod
Maximize control options with the Accelerometer and Multitouch interface objects
Build Games for Xbox and Windows 8 Mobile
Multiple Control options for Multiple Platforms
Produce quality Flash content in record time
Fully Customizable SWF Generated Easily

Requisitos do Sistema

    Minimum:
    • OS: Minimum Windows XP SP3 Operating System. Supports Vista, 7 and 8
    • Processor: 200 Mhz Pentium processor or higher
    • Memory: 256 MB RAM
    • Graphics: Must support minimum of Direct3D 9
    • Additional Notes: Broadband Internet connection
Análises úteis de clientes
4 de 5 pessoas (80%) acharam esta análise útil
732.1 hrs em registo
Publicada: 15 Novembro
Simple to use and quite flexible. Not an absolutely essential or fantastic piece of software, but definitely worth the price if you really want to make games or applications.
Achaste esta análise útil? Sim Não
2 de 2 pessoas (100%) acharam esta análise útil
18.9 hrs em registo
Publicada: 23 Novembro
So powerful and so easy to use
Achaste esta análise útil? Sim Não
1 de 1 pessoas (100%) acharam esta análise útil
1.1 hrs em registo
Publicada: 27 Novembro
Disclaimer: I've used Klik n Play and MMF years ago, so this review could be biased.

Pros:
- No programming involved (at least for basic components, which made it friendlier to non-technical persons)
- Super easy to make 2D games or applications
- All you need is a little common sense and creativity and a little math maybe
- The design metaphor is perfect for making games
- Make it possible to get from planning to release in a short while
- Learning curve good enough for kids and even grandpas (I myself used KnP when I was 13)

Cons
- No programming involved (which means any bugs inherent in the core component of the game will have to referred to the tech support)
- You'll probably have to try programming using stuffs like Unity or the like to deliver 3D games, since Fusion's 3D support is pretty new and buggy
- It would really help if Fusion has free stock objects or arts somewhere to assist users with not so much creative resources
- The design metaphor makes it kinda stuck to only making certain type of games (although to be fair, lots of DLC objects are there to help create whatever you have in mind)
- It is more suited to indie/solo development than a large distributed team dev
- It could use more on-disk documentations to help first timers

I've seen a lot of improvement from MMF, and less bugs too. Overall, the software still remained true to its root as a tool to help non-technical people make games, so I'll recommend it to those who lack the technical skills to make a game but still very much want to do it, or to veteran devs who felt the need to go easy a little while and do drag 'n drops.
Achaste esta análise útil? Sim Não
109.3 hrs em registo
Publicada: 25 Novembro
It's a very simple piece of software that lets you make any 2D game you can imagine. With some extensions you can get from the Clickstore, you can even make 3D-style games kind of like DOOM or Wolfenstein 3D. Overall, I recommend this to anyone who wants to make good-quality 2D games. It even comes with a built-in graphics editor!
Achaste esta análise útil? Sim Não
9 de 11 pessoas (82%) acharam esta análise útil
1,347.8 hrs em registo
Publicada: 10 Julho
I have been using a disk version of Fusion 2.0 for 4 years, Sure it worked nice and all but as soon as I tried slapping sound into my game (tried all types it allowed) it just diddn't work, I just shrugged it off because all software will have bugs within and personally I'v been having quite a lot of fun using fusion 2.0 and fusion 2.5.

To all 2D Developers: I highly reconmend this software to all of you, its super easy to use and there are many tutorials on how to use everything it has to offer.
Achaste esta análise útil? Sim Não
4 de 4 pessoas (100%) acharam esta análise útil
109.4 hrs em registo
Publicada: 3 Outubro
Make your own games? Why not? Works really well, but you should get during a sale when it's only $25. Or get the free demo on their website.
Achaste esta análise útil? Sim Não
4 de 4 pessoas (100%) acharam esta análise útil
129.0 hrs em registo
Publicada: 20 Junho
Great way to create apps easily, quickly, and its fun. Great community also!
Achaste esta análise útil? Sim Não
1 de 1 pessoas (100%) acharam esta análise útil
203.2 hrs em registo
Publicada: 28 Junho
I have just used this software for about one hour and it feels greatfor all those who would like to make 2D games without real programming skills. The accompanying tutorials and workshops on Steam are fabulous. Yes, follow the in-built tutorial and you can make your own little game in less than one hour!
Achaste esta análise útil? Sim Não
1 de 1 pessoas (100%) acharam esta análise útil
5.3 hrs em registo
Publicada: 28 Junho
Very complex, faster, simple game maker you could ever get. This is worth it if you wanted to make a quick game under a hour. From anything to unlimited resources. Perfect maker for me.
Achaste esta análise útil? Sim Não
1 de 1 pessoas (100%) acharam esta análise útil
56.7 hrs em registo
Publicada: 28 Junho
My class and I used this for 2D game development for two years in high school
You can make pretty much any 2D game from platformers, to shoot em ups, arcade games etc.
It's very simple and easy to use software - no code required

Highly recommend for first time game developers

Achaste esta análise útil? Sim Não
2 de 3 pessoas (67%) acharam esta análise útil
87.7 hrs em registo
Publicada: 29 Setembro
While Clickteam Fusion isn't the most stable nor controllable software, the powerful event based editor, great community support and loads of extensions available make it really great for people who want to get their feet wet when it comes to game development. It won't replace real code by a long shot, but it's a great way to dive headfirst into the realm of game dev.
Achaste esta análise útil? Sim Não
2 de 3 pessoas (67%) acharam esta análise útil
6.3 hrs em registo
Publicada: 4 Julho
A little complicated but once you learn what you are doing you can do great things with this.
Achaste esta análise útil? Sim Não
1 de 3 pessoas (33%) acharam esta análise útil
6.1 hrs em registo
Publicada: 8 Junho
Nothing bad to say for this program.
Achaste esta análise útil? Sim Não
0 de 1 pessoas (0%) acharam esta análise útil
121.9 hrs em registo
Publicada: 10 Agosto
Nice
Achaste esta análise útil? Sim Não
3 de 9 pessoas (33%) acharam esta análise útil
1.5 hrs em registo
Publicada: 28 Junho
Very good software, very easy to make indie games. Would recommend.
Achaste esta análise útil? Sim Não
7 de 21 pessoas (33%) acharam esta análise útil
218.6 hrs em registo
Publicada: 24 Outubro
It's easy to start creating a simple one level game, but after a short time I noticed that it's almost a requirement to build your own level editor first. You can copy a level to a new frame with the same code, but if you want to fix a bug in one of the events, you would have to repeat that fix for each level. So sometimes I would just rather program in one of the Basic languages I like to get things done easier.

Another mistake I made is to buy this directly from Steam, there where some bugs in the past, and there was a bugfix available on the official site, but I couldn't download the fix because I bought it on Steam. It's like they don't see me like a customer on their own site.

They also claim Fusion 2.5 has XNA support, and I'm still waiting for almost a year just for this XNA DLC. Asked several times on the Forum here when it will be released, or that they should remove XNA from the list because of false advertisement. They told that a free XNA exporter would arrive soon, still waiting.

Some people made some nice games with this, so it's not all bad. But it would be a lot better when it would have a build in level editor with an easy loading/saving system to make it easier for beginners.

So at the current state I would not recommend it to anyone.
Achaste esta análise útil? Sim Não
175 de 232 pessoas (75%) acharam esta análise útil
38.0 hrs em registo
Publicada: 17 Abril
June 28, 2014 Edit - It should be noted that Clickteam has responded professionally within the comments of this review. Reviewing the comments on this thread may help you decide whether or not to purchase the product. I'm still not satisfied that the product is on track from the customer standpoint.

This product itself is OK. It does help to simplify how you build games/apps. It could even be great someday, because it's structured well and it does allow for some complex functions within said games/apps.

The problem is, the support is horrendous and I'm doubting the product will ever get to where it could get to. I've waited over 5 months simply to get access to bug reports and have received rude/useless responses from their technical support group. With support like that, this software will simply die.

Need further proof? Check the HTML5 exporter, which has had the same caveat related to IE11 on it for 5 months.
Achaste esta análise útil? Sim Não
48 de 49 pessoas (98%) acharam esta análise útil
1,218.3 hrs em registo
Publicada: 15 Maio
It seems that views on Clickteam products can be a bit of a mixed bag. I am a user of Clickteam products and I have been one since the first "Games Factory" over thirteen years ago. This is my disclaimer, because my review might seem biased. Keep in mind though, I went on a massive hiatus for several years until I started using the products again—namely this one as a dev version—a few months ago.

Does it have its flaws? Indubitably. Can you make just about any 2D game with it? Yes, you can. As a long-time user, I'd like to address a lot of the concerns or plain complaints others have expressed. For the record, I don't think this software is for everybody, but if you persevere you can succeed. Whilst there are some serious boundaries that you *MIGHT* encounter, the majority of problems can be overcome. Now, onto the cons raised:

"This is a kiddie product, leave game creation to the big boys with real programming and tools like Unity."
(This isn't made up. I've seen a comment very much like this.)
That's fine. You might not agree with CF2.5's development paradigm and prefer traditional programming. If you want to go down that route, nobody is stopping you. You'd probably hold the same opinion towards Game Maker. A lot of amateur games are created with these products. They do not represent it, and many excellent and successful games have been made and being made regularly. It's what you make of it, and I'll move onto that below. I believe that the ends justify the means, and if you want to do things differently it's not a problem. It's all about the end product.

"The majority of Clickteam Fusion games are platformers."
I agree. That is not the fault of the software, however. Usually, games created with this can be considered indie. Surely you must realise that the majority of indie games in general are platformers, regardless of the creation method. However, this is far from the absolute truth in CF2.5's case. Take Really Big Sky for instance. It's a shmup, it's popular and just about any 2D game can be created with CF2.5.

"There's no documentation."
There is, but I will agree that it's not exactly easy to find and proper documentation is poorly provided. No customer should be expected to find everything on their own. I've had trouble in the past. You'll pick things up as you go, but I've faced challenges that could have been avoided with the right tutorials. There were a couple of books, but they don't go into deep detail. The developers are adding some tutorials to the community section. I also found tutorials by community members a great help. One guy who is always helping out, known as Snail, has an excellent YouTube channel. I've learnt a few invaluable techniques. Check it out: https://www.youtube.com/channel/UC7KCJXvjnHq9uQih5XNkVXQ
I urge Clickteam to create elaborate physical documentation. You can learn things as you go along, but a lot of the information is scattered.

"The community support is awful."
I can't really understand this. In all the years I've participated in the community, I've only had a couple of bad experiences. There probably are a couple of arrogant members with a "RTFM" attitude. They exist everywhere. Likewise, there are members who spend several hours per week helping out newcomers. Indeed, many newcomers will be a little lost, but I have seen some become good designers thanks to the helping hands on the forum.

"Games made with this are really amateur. There's no point in getting this if you have any revenue in mind."
This is one of the most ignorant statements I have read. No, one can't make a quick buck through this, or anything for that matter. (Unless you get lucky even from a lazy game like Flappy Bird, but let's not discuss that horrendous game.) Please, take a look at Heart Forth, Alicia: https://www.kickstarter.com/projects/alonsomartin/heart-forth-alicia
The Kickstarter hasn't ended yet at the time of writing this, but it has made over $230k from that alone. Of course, most of that is going towards outsourcing artists, musicians and programmers, but with that, this game will definitely be spectacular. The point I'm trying to make is that with Fusion, the world is your oyster. You can make money if you put in the time. Me? I just founded my studio, Blue Mantis Games, three months ago. I'm currently working for a client, but I'll use the money from that to hire an artist and a musician to make my first couple of games. I'm going to try hard, and you can too. Don't be too ambitious and aim to start small. If something big comes from it then you can pursue that.

One other "gripe" I saw is...

"The storyboard and frame method is unintuitive and tedious. It just doesn't work."
For more advanced games, I agree once again, but this isn't a real problem. For simple games, you can use multiple frames. Once you learn to use layers properly, you can use all your assets and events (lines of programming) in one centralised frame. To a beginner it sounds difficult, but in the long run you save a lot of time.


Thank you if you've read all of this. In conclusion, Clickteam Fusion 2.5 has a few significant problems that the developers need to address. The software itself is fantastic. If you're a traditional programmer and you want to stick to that, you can use it for rapid prototyping if you wish. For anybody interested in game design, I say don't hold back. If you're willing to put the work in, it's certainly worth the price tag. The marketing presents the software as an easy game creation tool with "no programming required". I disagree with this. There IS programming, but it's a whole different programming paradigm. Some seem to think that it simply generates new games with little effort. (That's putting it a bit harshly, I know.) It makes development easier, but you need to put the work in, rather than using it for an hour and giving up. Again, part of this might be because of the documentation, which I hope Clickteam will fix.

You can always send me a message if you're unsure about anything. I've been on a long hiatus until a couple of months ago, but I will do what I can to help you with any problems. As always, good luck.
Achaste esta análise útil? Sim Não
46 de 51 pessoas (90%) acharam esta análise útil
220.3 hrs em registo
Publicada: 11 Maio
Purchased on Friday, it's Sunday and i'm already putting my first app onto Google Play with it (Ok so it's pretty simple but that includes time spent learning the features).

It's pretty obvious, from the portfolio of well known indie titles developed with this, that in the right hands you can go very far using this product.

As easy as it all sounds, there is a bit of a learning curve, mostly familiarisation with the object & event types on offer (how they work, what they can do for you, how to make them react & interoperate etc..).

Even though there's no actual coding (apart from some expression editing for calculating Set values), it will help if you have a grasp of software development/coding logic. For example, if the idea of using an array to store data or creating an iteration to perform a function on objects based on conditions are alien concepts, you might want to learn some coding to prime yourself.

There is a fair amount of documentation in the built-in help system, but it's a little light on usage examples. Luckily there's a few really good youtube channels with walkthroughs.

The built in physics engine is pretty mindblowing, goes as far as detecting collision on a per-pixel level!

Overall, excellent budget-level tool for 2d mobile app development - in the right hands, it's capable of churning out some cracking results.

I haven't seen or used anything as scalable for the same price tag.

Protip: There is no AdMob support for android publishing in the Standard edition, so if you're thinking of using AdMob in your apps, you'll have to go for the Developer edition which is a bit more expensive - wasn't clear on this before purchase but considering Dev edition upgrade anyway so not feeling too sore :).
Achaste esta análise útil? Sim Não
60 de 77 pessoas (78%) acharam esta análise útil
36.0 hrs em registo
Publicada: 9 de Dezembro de 2013
So far, so good. Everything is almost done with the mouse, but what ever you think of, you can pretty much build with this software, you just have to take a bit of time thinking out the logic to get things to work in the way you want, also having good Maths knowledge is a massive help (but that applies to most programming languages). There are loads of extension tools available to enhance features. I haven't really used Fusion before, but what I have seen and used so far is great. The developers are very supportive too.

If i'm honest, I don't think this is a tool you could use to create something in an hour or so in the hope of making a living from it, but spend the time and dedication and...well there are examples of games already made with it and they are great in my opinion.


Would I recommend this...absolutely.
Achaste esta análise útil? Sim Não