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.
All Reviews:
Very Positive (377) - 91% of the 377 user reviews for this software are positive.
Release Date:
Dec 5, 2013
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Recent updates View all (80)

July 26

Roving in the Dark - Coming August 3rd!



Time to go spelunking in a brand new cave diving game from Hayo Van Reek & Clickteam!

https://store.steampowered.com/app/910150/Roving_in_the_Dark/

Roving in the Dark is a cave exploration platformer set in 1996. You play as a bearded caver (known as "Local Spelunker") who is tasked with rescuing ill-equipped treasure-seekers while finding treasure, hidden there by a medieval thief, for the local museum. Check out the pre release trailer below to get a glimpse and Add it to your wish list!

https://www.youtube.com/watch?v=5CoYWI7itBo
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June 28

Memory Performance Update - Build 291.5



Build 291.5 brings with it a huge performance boost in how we handle memory & a ton of other fixes! Don't forget Fusion and all of it's DLC is up to 66% off for the Steam Summer sale as well!


Build 291.5 - Change log

Editor

- General: memory is now automatically purged more often, this may help for editing big applications.
- Frame editor: incorrect font size when you edit a string object and the zoom coefficient is not 100%.
- Event editor: when you edit a collision between objects condition, the previously selected objects are now always displayed even if their name don't match the search string.
- Behavior/Global events: when editing a Create Object action the Layer combo box was limited to 10.
- Picture editor: when you export an animation as sprite sheet the "to/from" frame numbers were ignored.
- Date & Time object: the minimum size (in the Frame editor) was not updated when the clock type was modified.
- Counter object: global horizontal bar counters not updated correctly in other frames.
- Less memory used at build time for HTML5 and UWP build types.


Windows runtime

- New "Number of back buffers" option (in the Runtime / Display properties of the application, in Direct3D9 mode only) that allows you to get a better performance if v-sync is selected. Back buffers are hidden screens waiting for being shown on screen. By default old applications use one back buffer. Set this number to 2 or 3 to increase the number of screen buffers. Pros: this should reduce micro-stuttering. Cons: this uses more memory (8 Mb of video RAM per buffer on a HD screen) and increases the latency (1 frame delay per buffer, i.e. a change will be displayed on screen 1 or 2 frames later).
- New "Use high performance GPU" (in the Windows properties of the application) for stand-alone applications (no effect when you run the application from CF 2.5). When this option is selected, if you run your stand-alone app on a machine with 2 graphic cards (for example laptops using both a standard Intel HD card and a NVidia/ATI dedicated card), in theory your application will use the GPU that has the better performance. If this option is not selected, the graphic driver may decide to use the default GPU, this can cause performance issues for big applications.
- Better memory handling for applications that use lot of video RAM.
- Active object: the Force Animation Frame action is now protected against invalid frame numbers.
- Active object: images could be swapped in some cases after executing a Load image into animation frame action and then jumping to a frame with the same object.
- Active Picture object: protection against long filenames.
- Force Animation Frame is now protected against invalid frame numbers.
- Datagrid object: now correctly resized when the "resize display to fill window size" option is selected.
- Datagrid object: Load Ascii and Save Ascii now support the input/output character encoding options of the application.
- Edit box object: refresh issue in scrolling apps when other controls are used in the same frame.
- Get object (and any object triggering events from multiple threads): triggered events could cause a crash if the object is in a sub-application.
- Get object: crash if you use the Set Timeout function and exit the frame before the specified time.
- INI object: couldn't write to INI file after loading a frame position.
- Layer object: active objects misplaced after Set X/Y Coefficient actions.
- Layer object: crash in Get Level expression when the frame contains a Rope and Chain object.
- Physics Particle: For Each Particle action could corrupt memory.
- Physics Rope and Chain object: crash when you close the application if a Rope and Chain object was created and the application was paused at the same time.
- Sub-app object: the mouse cursor is no longer shown when you pause the sub-application (unless it contains an object with a mouse movement).
- Window control object: content window not centered after you use the Set Frame Window Height function.
- Memory leak in Mosaic transition.
- In frames with lots of objects, the memory used by the initialisation of the event engine at start of frame could be high.
- Crash at runtime if an Android object is used in a sub-application.


All runtimes

- Physics Rope And Chain object: position of elements not updated when the engine is paused.


All non-Windows runtimes

- Static movement: collisions weren't updated at the end of an animation, causing a delay for some collisions.


Android runtime

- You can now select API's 26 and 27 as target APIs.
- New version of Google Play Lib, 11.0.2
- Improved sound routines for new devices.
- Active/Background System Box objects: now support multi/single line and ellipsis options.
- AdMob object: now supports rewarded videos
- Admob object: protection to avoid a crash when you do not set the campaign ID and request for an Ads.
- AndroidPlus: now supports toast messages and expressions to get action bar height and color.
- Android Object: new functions to handle and detect Game controllers
- Android Object: new functions to disable and enable main menu, allows to prevent menu shortcut from being triggered by controllers.
- Android Object: re-coded phone ID to avoid crash on some devices.
- Android object: rooted device detection was updated to new ways of rooting (thanks StingRay).
- Android OBB object: may fail on some devices if write/read permission are not set.
- Charboost Object: updated to SDK v7.01
- Date and Time object: Compare to time is now working correctly at start.
- Edit Object: better size.
- File Object: protection when directory does not exist.
- GPG object: from the build 291 you no longer need to have "save game" set in game services to make the GPG object to work. Use it only when you use the cloud object and really need to save information.
- GPG Connect object: new Disable GPG autoconnect function.
- InApp Android object: fixed purchase product error (http://bugbox.clickteam.com/issues/4628).
- InputType object: new actions for a better control of type of keyboard and IME, see help of this object. Note: both keyboard type and IME options must be defined if you use these new actions.
- Leadbolt Object: updated to SDK 8.3
- Lives object: no negative lives allowed anymore.
- Microphone Object: was recoded to handle correctly events during process (available in Clickstore).
- Multiple Touch object: nopw remembers the last touch even after you release it (http://bugbox.clickteam.com/issues/4704)
- Video Android object: new condition "On Video Prepared", triggered when there is enough data to start playing (do not confuse this with "On Video at start").
- The Android runtime now works on NVIDIA SHIELD and regular devices with the Android Controller object available in Clickstore.
- Supports extensions with space characters in their names.


iOS runtime

- Conflict between scrolling actions and other actions that refresh the screen like Set Frame Background Color.
- Active objects out of the window could be incorrectly deactivated in some cases.
- AdMob object: now supports rewarded videos, please use the latest iOS SDK.
- Admob object: protection to avoid a crash when you do not set the campaign ID and request for an Ads.
- Edit Box object: Set focus now works correctly.
- Get Object: added detection of non server connection due to hardware in device.
- iOS Plus object: new Rate application action (available in Clickstore)
- iOS Store object: fixed a comparison that caused issues (http://bugbox.clickteam.com/issues/4583, http://bugbox.clickteam.com/issues/4575)
- iOS Store object: changed the transaction identifier to store receipt as suggested by AppStore Validating Receipts
- Layer object: objects cut off or disappearing when you move a layer.
- List object: Get Line Data didn't work correctly.
- Multiple Touch object: hot spot not taken into account for extensions.
- SubApp object: "Stretch frame to object size" didn't work correctly (http://bugbox.clickteam.com/issues/4731)
- SubApp object: incorrect position during scrollings (http://bugbox.clickteam.com/issues/4618)
- Sub-app object: problem with "stretch" option.
- Webview object: was not hidden/shown when used in a sub-application, also fixed optical zoom and improvement in Get Text from ID and Classes.


HTML5 runtime

- HWML5 apps using mosaic images per frame: the build process should be faster and the generated HTML5 app should be smaller.
- Bouncing Ball movement: problem with coordinates less than zero (this problem is caused by a fix made in the build 290).
- "Anti-aliasing when resizing" ignored in preloader frames.
- Combobox and List objects: Get Line Data now returns a number instead of a string.
- HTML5 Video object: Set Volume not working.
- Get Object: added missing timeout feature.
- INI object: UTF-8 option not correctly managed.
- Combo Box object: Insert function broken.
- List object: Find String was case sensitive unlike the Windows runtime and Find String Exact didn't work unless the parameter string was lower case.
- List object: Get Text now returns simple text instead of HTML text.
- Multiple Touch object: didn't work with Microsoft Edge.
- Subapp object: "modal" option not handled.
- System Box objects: crash when using the container / attach to container options.
- The "iOS: wait for a touch to enable sounds" option was ignored, i.e. the text was always displayed on iOS devices. If you unselect this option, the text is not displayed anymore, but you have to either tell users they have to touch the screen, or force them to do so before your app plays sounds. Sounds are enabled in both cases as soon as the user touches the screen.
- Chrome policy change: sounds are now disabled by default and can be enabled only from a user gesture. In this build sounds are automatically enabled when the user clicks in the frame, or clicks a button. In your applications, you'll have to either add a button to "do something" (like go to the next frame), or add a text that says "Please click to hear sounds". Note: Chrome has semi-canceled this new policy but it will be back at some point.

UWP runtime

- New XboxConnect object: allows you to connect your app to Xbox Live for Xbox app submissions.
- UWP apps using mosaic images per frame: the build process should be faster and the generated UWP app should be smaller.
- Bouncing Ball movement: problem with coordinates less than zero (this problem is caused by a fix made in the build 290).
- Combobox and List objects: Get Line Data now returns a number instead of a string.
- Combo Box object: Insert function broken.
- List object: Find String was case sensitive unlike the Windows runtime and Find String Exact didn't work unless the parameter string was lower case.
- List object: Get Text now returns simple text instead of HTML text.
- List object: Get Line Data didn't work unless the list was hidden.
- HTML5 Video object: Set Volume not working.
- Quick Backdrop object: random black lines between tiles when the window is resized.
- Subapp object: "modal" option not handled.
- System Box objects: crash when using the container / attach to container options.
- Xbox Gamepad: on Xbox One, button B was causing the application to quit.
- Xbox Gamepad: not working in sub-apps.


SWF runtime

- Object positions messed up when you scroll more than 32768 pixels.
- Get Object: added missing timeout feature.


Mac runtime

- "No thick frame" option not correctly handled.
- Is Channel Playing / Paused didn't work for channel #1.
- Crash with Ogg sounds.
- Active objects out of the window could be incorrectly deactivated in some cases.
- Conflict between scrolling actions and other actions that refresh the screen like Set Frame Background Color.
- ComboBox and List objects: enable/disable didn't work.
- ComboBox and List objects: incorrect current line index if no selection
- ComboBox and List objects: Set Current Line didn't work correctly with negative indexes.
- ComboBox and List objects: FindString didn't work correctly with an empty string.
- ComboBox and List objects: Get Line Data didn't work correctly.
- Layer object: objects cut off or disappearing when you move a layer.
- Sub-app object: problem with "stretch" option.
- Window control object: crash in smoe cases with sub-apps.
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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 #MadeWithFusion






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 , 8 and Windows 10
    • Processor: 200 Mhz Pentium processor or higher
    • Memory: 256 MB RAM
    • Graphics: Must support minimum of Direct3D 9
    • Sound Card:
    • Additional Notes: Broadband Internet connection

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