Clickteam Fusion 2.5

Discussion in 'Programming' started by Remixful, Dec 22, 2014.

  1. Remixful

    Remixful Active Member

    Steam is now having it's 2014 Steam Holiday Sale. I spotted that Clickteam Fusion 2.5 was on sale for 66% off! (From $99.99 to $33.99)
    I'm thinking if I should get it or not, it definitely looks like no joke, and more professional and advanced than Game Maker. I'm debating if I should get this or not since $33 is a great deal, although it is all I have left in my steam wallet. xD Sure it means I have to take a break from Monogame, but this makes it easier to learn how to do some things that I've always wanted to remake with an easier approach, and also it allows me to improve on my skills without the hassle with actual C# since no programming is required. One downside is that this is Clickteam Fusion 2.5 Standard, not Clickteam Fusion 2.5 Developer, but actually the Developer version is $399.99. It is more of a DLC for Clickteam Fusion 2.5 on Steam. You can see a comparison here.

    There is definitely games that were made with this that were successful such as Five Night's At Freddy's and The Escapists.

    I'm currently trying out the free version.
    Any thoughts on this?
    Last edited: Dec 23, 2014
  2. aidancheddar

    aidancheddar Active Member

    Huh, didn't know Clickteam made their own Game Maker-like tool.
  3. Remixful

    Remixful Active Member

    Although this is Multimedia Fusion - Which has been replaced by Fusion 2.5 here's a video showcasing 167 Indie Games made in MMF.
    Can't complain.

    This is also a side by side comparison of Multimedia Fusion and ClickTeam Fusion 2.5 if you are interested.
    Last edited: Dec 23, 2014
  4. Afr0

    Afr0 Well-Known Member

    My thought is it's bullshit. You already know how to program, no need to spend money on children's toys!
    Dark_Kostas likes this.
  5. Remixful

    Remixful Active Member

    Yeah I was told my some programmers that they disagreed, but I went ahead and bought it, I'd like to at least make a few games with it, might collaborate with one or two people. I think it's a fun experience, I'm in no rush at the moment. Doesn't mean I'm fully putting C# to the side though, I will still be programming with Monogame. I remember I used to work with Game Maker a long time ago but only for a short while, so I'd like to try this out too, figure out how some things work, and then try them out with coding.
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    This is kind of like gamemaker, right? I gave up using tools like that after my first taste of absolute power. It's true that you really don't get to do what you really want with acceptable performance without using a real programming language.
  7. Remixful

    Remixful Active Member

    Meh, it's an OK program. I think of it more of a program to play around with things.
    I was working on the tutorial and even though they provide things like "Mouse Movement" for objects, there's somethings I dislike about it, like how they make it complicated to restrict your mouse to moving only on the X axis, I find it more interesting to code it myself. (Well not code, but use "Events")

    (The "Keep player in between sugar" is a comment)

    Collisions like always are a hassle, you could either make it yourself or use the "collides with object" condition.

    This is how a simple breakout game looks like in the Event Editor (with bad collisions xD)

    They do have an interesting way of doing things such as setting a position using an equation.

    So, I don't ever see myself using this for game designing, except for playing around, quick prototyping, and testing out some things that are much quicker on here than with coding itself.
    Last edited: Dec 24, 2014
  8. aidancheddar

    aidancheddar Active Member

    I've found this to be true. I love game maker but it truly is limited on what you can or can't do without hacking the shit out of it. Or, ironically using the tool's own scripting language.
    Speaking of which, I just started picking up XNA. With game creation at a programming level, if the APIs are clear, it can be just as easy as Game Maker.
  9. Afr0

    Afr0 Well-Known Member

    Yeah, very true, except when you're making something like Project Dollhouse. We've had to more or less bypass the Content system entirely, including writing a custom 3D pipeline (XNA supports *.x models by default), and threadsafe the hell out of all our code etc
  10. pisarz1958

    pisarz1958 Administrator Staff Member Moderator

    I spent lots of time messing with this kind of tools years ago but at some point I simply moved on to objective C++ and now it feels so retarded and limited... :c On the other hand, it made it easier for me to simply jump into OOP and everything there felt so familiar.
  11. Remixful

    Remixful Active Member

    Last edited: Dec 30, 2014

Share This Page