Clickteam Fusion 2.5 - kisguri
Jolly Crouton Media Ltd released Splotches today! Splotches is a tricksy puzzle game about exploding paint. Mix together the colors into Brownsplosions to clear obstacles on your quest to destroying the mythical Rainbow Orb. Check it out now!



https://store.steampowered.com/app/373640/Splotches/

https://www.youtube.com/watch?v=yEYhpVSqaow

https://www.youtube.com/watch?v=1tidqlv7xGU
Clickteam Fusion 2.5 - kisguri
#MadeWithFusion starship combat strategy game "Noble Armada Lost Worlds_ released today on Steam! Check it out!

https://store.steampowered.com/app/886230/Noble_Armada_Lost_Worlds/



Noble Armada: Lost Worlds is a moddable real-time strategy PC title based on the Noble Armada miniatures game. Set in the Fading Suns Universe, where the suns themselves are dying, humanity battles to revive its lost greatness, or just take what is left. The five great Royal Houses dominate human space as they battle each other for control of the greatest resource... humanity itself.

https://www.youtube.com/watch?v=5_uHWKwWOhw

In Noble Armada: Lost Worlds, players take on the role of a noble in one of the five Royal houses, vying against rival fleets and houses for control of human space. They battle pirates, barbarians, heretics and others in their quest for supremacy. Noble Armada is a game of broadsides and boarding actions, as players maneuver their ships to line up their best shots, fire off broadsides of fiery energy and then board their enemies to end the battle with desperate boarding actions. As they travel from planet to planet, making allies and building up their fleets, they also gain the experience they need to make their crews and marines truly formidable.

  • Command a fleet of four ships from one of the five Royal Houses.
  • Change almost everything about your missions in easily modifiable files.
  • Battle enemy vessels at range or board for fierce hand-to-hand combat.
  • Multiple battle objectives include Seize the Space Station, Destroy All Ships, Onslaught mod and more.
  • Conduct boarding assaults against enemy ships and defend yours from enemy marine incursion.
  • Upgrade your ship weapons, crew and boarding forces at various planet facilities and build a stronger fleet.
  • Various campaigns set in the Fading Suns universe document the great battles between Houses.
  • The campaign editor allows nobles such as yourself to document and share new stories of your own design!
  • Robust skirmish mode allows you to test your mettle in hundreds of combat setting variations, providing endless play.
Clickteam Fusion 2.5 - kisguri


If you haven't checked out Roving in the Dark yet, then it's time to get your gloves & rope and get to spelunking! With a awesome retro asthetic explore the depths of a massive cave system, rescue stranded cavers and find the secret treasure! Collect new climbing tools to help go further in this metroidvania like game that has been called "a damn fine game that not only looked charming but had a high enjoyment factor". Here is some media on the game!

https://www.youtube.com/watch?v=MMZbnegwCFQ

http://www.indieretronews.com/2018/08/roving-in-dark-charming-cave.html

https://store.steampowered.com/app/910150/Roving_in_the_Dark/
Clickteam Fusion 2.5 - kisguri


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
Clickteam Fusion 2.5 - kisguri


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.
Jun 26, 2018
Clickteam Fusion 2.5 - kisguri


http://cavindave.clickteam.com/

Time to go cave diving with Dave! Collect three hearts and make it to the exit to win the board, How many boards can you play? Don’t forget to collect as many coins as possible! Play levels created by other users or make and submit your own.

#MadeWithFusion

Fusion now on sale on Steam up to 66% off!

https://store.steampowered.com/publisher/Clickteam

https://www.youtube.com/watch?v=_MhaaJLN1KU
Jun 21, 2018
Clickteam Fusion 2.5 - kisguri


Clickteam celebrates summer with the Steam Summer Sale! up to 66% off on Clickteam development tools and DLC. And all our games are on sale as well. Stop playing games and start making your own with the original Game Development Tool!

All our Products list here: https://store.steampowered.com/search/?publisher=Clickteam

https://store.steampowered.com/app/248170/Clickteam_Fusion_25/

https://store.steampowered.com/app/267655/Firefly/

https://store.steampowered.com/app/267650/Android_Exporter_for_Clickteam_Fusion_25/
Clickteam Fusion 2.5 - kisguri


Clickteam is super proud to be part of the launch of Aggelos on Steam. This Wonder Boy in Monster Land inspired game is quite excellent.

I know this because In addition to helping Pqube, Storybird and Look at my Game studios bring steam achievements and some optimzations to the steam release, Clickteam is handling the code conversion to Nintendo Switch! Which means I have already play tested it about 1 gazillion times. In all that time in never lost its charm! Aggelos is a very good game worth your time, and it's 20% off during it release week. If you grab it and like please leave a positive review!

https://store.steampowered.com/app/717310/Aggelos/

https://www.youtube.com/watch?v=WMVSb4N5lDc

A little bit about the game....

"Step through time and discover a mesmerizing new action-RPG that looks like it was plucked straight out of the 16-bit era, but plays like a modern-day marvel! Inspired by non-linear Japanese retro adventures such as Wonder Boy In Monster World, Aggelos hurls players into the middle of a colossal struggle for survival as beings from another dimension threaten to invade the peaceful Kingdom of Lumen. Bursting with secrets and side-quests, and boasting slick melee combat that any 2D action game would envy, Aggelos is the perfect combination of retro style and modern-day game design."

20% off during launch!

https://store.steampowered.com/app/717310/Aggelos/
Clickteam Fusion 2.5 - kisguri


https://www.kickstarter.com/projects/hdiandrew/noble-armada-lost-worlds-video-game

Check out Holistic Designs #MadeWithFusion game "Noble Armada Lost Worlds". A real time strategy title for PC, and mobile based on the Fading Suns and Noble Armada tabletop rpg systems. Looking for your help on Kickstarter!

Noble Armada is based on the table top RPG of the same name and is a game of broadsides and boarding actions, as players maneuver their ships to line up their best shots, fire off broadsides of fiery energy and then board their enemies to end the battle with desperate boarding actions.

Check it out!

https://www.youtube.com/watch?v=9QUkix2-9Zk
Clickteam Fusion 2.5 - kisguri


https://www.kickstarter.com/projects/hdiandrew/noble-armada-lost-worlds-video-game

Check out Holistic Designs #MadeWithFusion game "Noble Armada Lost Worlds". A real time strategy title for PC, and mobile based on the Fading Suns and Noble Armada tabletop rpg systems. Looking for your help on Kickstarter!

Noble Armada is based on the table top RPG of the same name and is a game of broadsides and boarding actions, as players maneuver their ships to line up their best shots, fire off broadsides of fiery energy and then board their enemies to end the battle with desperate boarding actions.

Check it out!

https://www.youtube.com/watch?v=9QUkix2-9Zk
...

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