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.
User reviews: Very Positive (98 reviews)
Release Date: Dec 5, 2013

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

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November 11

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 comments Read more

October 27

Concrete Jungle

Colepowered Games, creator of Megacity HD and Six O'clock high is going for a greenlight approval on their latest title "Concrete Jungle". Concrete Jungle is the spritual sucessor to Megacity, with deep features, Card deck mgmt and HD isometric City building gfx harking back to the 90's. Check this game out it's a winner!

http://steamcommunity.com/sharedfiles/filedetails/?id=321817296

https://www.youtube.com/watch?v=22YWSj3UCkY

Greenlight: https://www.kickstarter.com/projects/colej/concrete-jungle

MADE WITH FUSION

Cole writes...

Concrete Jungle is a new take on the city building game that swaps micro management for deck-building and extra servings of strategy.

The game combines the simple but satisfying mechanics of a tabletop deck-building game,

the intricacy and accessibility of an indie title,

and the variety and depth of a collectible card game.

Topped with the isometric stylings of classic 90s management sims!

You use cards in your deck to place buildings, clearing city blocks to give yourself more room to build. As your city grows you'll get opportunities to hone your deck, but the game also gets harder.

It started off years ago as a sequel to my indie game 'MegaCity' from 2011. Although still a successor to that game, it's come so far I thought it had earned a shiny new name.

The game is being developed for PC but I'll also be porting to Mac. ports to Linux, Android and iOS may also be possible further down the road.

Launching on steam would be brilliant! So if the project interests you, don't forget to vote on Greenlight!

0 comments Read more

About This 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

System Requirements

    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
Helpful customer reviews
3 of 4 people (75%) found this review helpful
731.2 hrs on record
Posted: November 15
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.
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1 of 1 people (100%) found this review helpful
15.7 hrs on record
Posted: November 23
So powerful and so easy to use
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85.2 hrs on record
Posted: November 25
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!
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9 of 11 people (82%) found this review helpful
1,344.5 hrs on record
Posted: July 10
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.
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4 of 4 people (100%) found this review helpful
109.4 hrs on record
Posted: October 3
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.
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4 of 4 people (100%) found this review helpful
129.0 hrs on record
Posted: June 20
Great way to create apps easily, quickly, and its fun. Great community also!
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1 of 1 people (100%) found this review helpful
203.2 hrs on record
Posted: June 28
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!
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1 of 1 people (100%) found this review helpful
5.3 hrs on record
Posted: June 28
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.
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1 of 1 people (100%) found this review helpful
56.7 hrs on record
Posted: June 28
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

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2 of 3 people (67%) found this review helpful
87.7 hrs on record
Posted: September 29
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.
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2 of 3 people (67%) found this review helpful
6.3 hrs on record
Posted: July 4
A little complicated but once you learn what you are doing you can do great things with this.
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1 of 3 people (33%) found this review helpful
6.1 hrs on record
Posted: June 8
Nothing bad to say for this program.
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0 of 1 people (0%) found this review helpful
116.4 hrs on record
Posted: August 10
Nice
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3 of 9 people (33%) found this review helpful
1.5 hrs on record
Posted: June 28
Very good software, very easy to make indie games. Would recommend.
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6 of 20 people (30%) found this review helpful
218.6 hrs on record
Posted: October 24
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.
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175 of 232 people (75%) found this review helpful
38.0 hrs on record
Posted: April 17
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.
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47 of 48 people (98%) found this review helpful
1,216.9 hrs on record
Posted: May 15
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.
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46 of 51 people (90%) found this review helpful
220.3 hrs on record
Posted: May 11
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 :).
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60 of 77 people (78%) found this review helpful
36.0 hrs on record
Posted: December 9, 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.
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33 of 36 people (92%) found this review helpful
549.0 hrs on record
Posted: March 30
It was two months ago when I decided to put a little money into this little engine. Initially, the excitement was palpable. Inside of two hours I had created my first game and started to develop the mechanics towards a full release. That is how easy it is to get started.

What comes next however is the understanding of how the engine is put together, how each function, event, flag, object; how they all have individual properties and how to apply global and local events to each respectively. This practice largely came about from trial-and-error. While there are some tutorials around there isn't a concise "Beginner-Intermediate-Advanced" starter guide and if purchasing off steam the forums are limited due to the lack of a key.

This does not detract from the enjoyment and excitement of finding out the sweet spot. The idea that the answers are spoon-fed is not how this game would be made. The formulation of an idea and implementation into the engine and then the fun of testing to trial-and-error is what makes this fun and the engine helps this along. The engine does not prohibit but intices you with new ways of solving the same problem. In turn the ability to quickly formulate new approaches is really where this engine stays strong.

I am therefore a Fusioneer. Happy to develop in this engine and invest my time and effort into what will soon hopefully become a succesful first game.

Lloyd Hawthorne
www.forgedgames.co.uk
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