March 2018 Podcast – Clickteam/Fusion/Academy

This is a Monday game dev podcast! Wow! Lots to talk about including the work I’ve been doing the last month or so (even though the last podcast was like a week ago)! Lots of stuff related to Clickteam, Fusion 2.5, the ClickFusion Academy, Devvoed and so much more!

Did you know about the current ClickFusion Academy Sale? 60% OFF for Easter! The biggest discount yet… Click Here.

What I talked about in today’s podcast, don’t forget to check out… Here are the links:

Quiz Engine Video Course: Click Here (50% OFF with this link)

Fusion 2.5 Game Dev Crash Course: Click Here (77% OFF with this link)

Fusion 2.5 Space Shooter Course: Click Here (50% Off with this link)

Devvoed: Click Here. (Pop in your email address for notification of going Live!)

Clickteam Blog (Job Post): Click Here.

Don’t forget to SUBSCRIBE to my channel for future updates, announcements, podcasts and incredible discounts!

Clickteam Game Dev Podcast

Clickteam Firefly – Fusion 2.5 (Jan 2018) Podcast

In the podcast today I am accompanied by Triadian. The main developer of Clickteam Firefly which is the 3D extension add-on for Clickteam Fusion 2.5.

We cover many sub-topics in this game dev podcast, mostly relating to Firefly and the integration of the IRR engine into Clickteam Fusion 2.5 and we discuss a few other “nonchalant” topics, including our dear friend Phi.

Don’t forget to subscribe to my personal channel for instant notification of when the next podcast is available.

Clickteam Fusion Firefly Podcast

Clickteam Fusion 2.5 Firefly Podcast

In this mid-December Clickteam podcast, I discuss the current goings-on with Clickteam Fusion 2.5 Firefly. FireFly is a set of extensions for creating 3D games with Clickteam Fusion 2.5.

We discuss in length some of the elements and updates and how far Firefly has come. We also discuss what could be in store for Firefly and some other general Clickteam Fusion topics including the current sales.

Don’t forget to head over to the ClickFusion Academy – https://clickfusion.academy for more Podcasts just like this!

Merry Christmas everybody!

The Northern Developer Podcast

December Podcast – Don’t hate the playa

In this December App Dev and Game Dev podcast, I touch on a few things but mostly the theme is centered around this week’s scenario: don’t hate the player, hate the game!

A lot of people automatically like to blame Clickteam Fusion 2.5 for the downfalls of their developments. You have to remember that in any development, whether it be C++ coding or Java scripting or audio production, video production even animation… there are external factors which can influence, shape or hinder your development. Just because something doesn’t work in Fusion 2.5, you shouldn’t automatically blame the tool, an extension nor the runtime. Take a look at external factors first. It saves time, it saves development and can even save embarrassment. If you want to save-face, take some time out to learn about computers a bit more in-depth, more particular, file-formats and how they are stored, handled and research any external factors you maybe working with.

I also touch upon a new feature in the Academy – the AnswerStack. Check it out today!

Podcast is available as both a YouTube video or an MP3. Take your pick.

Looking forward to some of your comments down below!

YouTube Version

 

MP3 Version

Game Development Podcasts

Clickteam Firefly Podcast

Clickteam Fusion Firefly Podcast

In this Clickteam Fusion podcast, myself and Quail Studio discuss almost a year into the release of Clickteam’s FireFly, the 3D set of extensions. Making a 3D game in Clickteam Fusion 2.5 now is very real and very possible and with this set of extensions you just cannot go wrong.

From First Person Shooters (FPS) to 3D Side-Scrollers, the world is your game development oyster when it comes to imagination. All this with the addition of the powerful Fusion event editor.

Apologies about some of the audio quality. It was a rainy day…

Clickteam Fusion Platformer Tutorial

Clickteam Fusion 2.5 Platformer Tutorial

Clickteam Fusion 2.5 Platformer Video Tutorial

In this free video platformer tutorial we construct a platformer game with Clickteam Fusion 2.5. This was a live stream recorded on the 12th August 2017 for the ClickFusion Academy which lasted over an hour and a half. We take a look at quite a few features to be implemented inside of this tutorial.

What Extensions Were Used

We specifically used the Platform Movement Object (PMO) which is much better than Fusion 2.5’s built-in platform movement. It gives you greater control over movement and animations for your playable character. No other extensions were used in the making of this basic platformer game.


Platform Effects Added

We added quite a few platform effects in this tutorial. We learn how to use the PMO to create a platform game with full movement and control over animations. We also learn how to use the ‘knockback’ effect when you collide with an enemy. We also learn how to create a ‘coin loss’ effect, asin when you collide with an enemy you lose your coins and have X amount of time to retrieve them.

Another effect we added is when you collect a coin, the coin then spins off towards the score and when it collides with the score, it fades away.

More Tutorials

If you like this Live Stream tutorial, you can access them live and take part in the live chat by becoming a member of the ClickFusion Academy. You will also gain access to over 150+ tutorials already available, lots of downloads, examples and access to our private forums. Click here to learn more.


Join the Academy Today


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Object Scoping Tutorial Fusion 2.5

Basic Object Scoping in Clickteam Fusion 2.5

Basic Object Scoping in Clickteam Fusion 2.5

Object scoping in Clickteam Fusion 2.5 enables you to include only various instances of an object to apply actions to. This is useful if you have say 10 copies of the same object on the screen but you only want to select 1 or more where certain conditions apply (ie: object is in a certain area).

As a hypothetical scenario, let’s say for instance we have 10 balls all which have different numbers on (but the same object) on the screen bouncing around, however we only want to highlight balls with a particular number, say 3, we can use some basic object scoping in Clickteam Fusion 2.5 events to show only those balls displaying the number 3.

In this free Clickteam Tutorial that is exactly what we will concentrate on.

In this lesson you will learn how to;

  • Create a Ball Active Object with numbers and place it in the playarea
  • Store a global value and use it to compare which number to show
  • Highlight only those balls that match the number we search for



Setting up the tutorial playarea

Let’s go ahead and open up Clickteam Fusion 2.5 and start a new application. Once you have done this, jump into the first frame. Insert an Active Object (Insert > New Object) and select Active.

Active object in Clickteam Fusion 2.5

Once you have dropped this into the playarea, double-click it to edit it. In the first frame, create a simple ball like so…

Create a ball in Clickteam Fusion 2.5

Once you have created your ball, click on the ‘text tool’ in the art editor toolbar on the left (the A icon) and select the white colour now type in 1 over the ball like so…

Active ball Fusion 2.5

Now repeat the same step above and add another 2 balls with 2 and 3 labelled on them, you can choose your own colours. It should look like this eventually… If you don’t want to do this, you can download the Template MFA for this tutorial here.

Different coloured balls in Fusion 2.5

Once this is complete, click Ok. Now, click on the Active object and locate its properties in the property pane on the left of the window. Rename it to Ball.

Active object name properties

Once done, click on your Application in Fusion 2.5 to get the application properties up. Let’s create a new global value, call it select. We will use this to define what ball we want to show.

Global Values in Clickteam Fusion 2.5

Now that we have setup the app and playarea for this tutorial, before we jump into the Event Editor, place some more of the balls in the playarea. You can dot them around as you please and insert as many as you wish. Once you have done this, click on one of the balls and click on its movement tab in the properties. Give it a bouncing ball movement and turn its speed down to 6.

2016-12-08-12_59_17-clickteam-fusion-developer-2-5-basicobjectscope-template-frame-1 2016-12-08-12_59_49-clickteam-fusion-developer-2-5-basicobjectscope-template-frame-1_

As you can see from my playarea below, I have dotted them around the playarea randomly. You can do the same…

Clickteam Fusion 2.5 Object Scoping Tutorial

Our tutorial playarea is now setup and complete.



Clickteam Fusion 2.5 Event Editor

Let’s jump over to the Clickteam Fusion 2.5 Event Editor to make some magic happen regarding our object scoping when the user is running the app. The first thing we need to do is control the movement of those objects, when they leave the screen, we won’t be able to see them so we need to contain them to the playarea window.

To create your first event, click New Condition, hover over the Ball icon, right-click and select Position > Test Position of Ball and select all the arrows pointing towards the outside of the window (the ones inside). Click Ok.

Bouncing Ball Position

Once you have done this the event should read: “Ball leaves the playarea”. In this event line, hover over to the Ball object, right-click and select Movement > Bounce. Now create a new event below that one. In the new condition dialog, right-click on the ball object and select Collisions > Another Object. When the dialog appears, select the ball object again. When this event is created, hover over the ball object, right-click and selected Movement > Bounce. What this event does is bounce the balls when they collide with each other. Your event editor should currently look like this…

Clickteam Event Editor

You can now run your application by pressing F8 on your keyboard or by going to the menu Run > Application. The balls you put in the playarea should now be bouncing around the screen and into each other at a nice, steady pace. If this works, let’s proceed to the next step.

Animations in Clickteam Fusion 2.5

When you create animations in active objects in Clickteam Fusion 2.5, it uses a 0-based index. To highlight this more let me explain a bit more clearer. When you edit an active objects animation in the frame editor, you see Frame 1, Frame 2, Frame 3 etc. but internally, Clickteam Fusion 2.5 handles these as Frame 0, Frame 1, Frame 2. So whenever we reference Frame 1 in the Event Editor we have to actually reference Frame 0. I hope this makes sense.

So, we are going to assign a random frame to display for each ball at the Start of the Frame. This will allow our balls to display random frames, which in turn will mean they display different numbers 1, 2 or 3 like we drew earlier. So let’s go ahead and create a new event. In the new condition dialog, hover over the Storyboard Object, right-click and select Start of Frame.

Once this event is inserted, hover over to the ball object, right-click and select Animation > Change > Animation Frame. When the dialog appears asking us which frame to change to, we need to type in random(4). This will force each ball to display a random animation frame between 0 and 3. Once you have inserted this event, go ahead and run your application. You should see each ball displays a random number.

Now, we need to detect when we press 1, 2 or 3 on the keyboard and store that value in that Global Value we created earlier so let’s create those events.

Insert a new event (new condition) and hover over the Mouse/Keyboard icon, right-click and select The Keyboard > Upon pressing a key.

The Keyboard upon pressing a key

When the dialog appears for you to press a key, press the number 1.

Now in this event line, hover over the first column (Special Conditions Icon), right-click and select Global Values > Set. Ensure the ‘select’ value is chosen in the list. In the expression dialog, write the number 1. Like so…

Detecting a keypress in Fusion 2.5

Click Ok. Repeat this step for the user pressing 2 and 3, respectively.

Your Event Editor should now look something like this…

Clickteam Fusion Event Editor Tutorial

Once you have done this, you can test if it works by running the application and pressing numbers 1, 2 and 3 on your keyboard. If you open up Global Values in the Debugger, you should see the select value changing in relation to whichever key you pressed.

Clickteam Fusion 2.5 Debugger

Object Scoping in the Event Editor

Okay, now all that is handled, all that is left to do is scope our objects in Clickteam Fusion 2.5. Jump back into the Event Editor. Insert a new event (new condition). Right-click on the ball object and select

Changing animation frame at runtime

When the expression dialog appears, type in select – 1. Remember, we have to put -1 because in the playarea the frame is 1 but internally it is classed as 0, so if select is 1, we want to display frame 0, so we put -1 to make select become (1-1=0). When the event is inserted, hover over to the ball object on that event line, right-click and select Visibility > Make Object Reappear.

Do another event below this one, same event again but this time in the comparison method of the expression dialog, change it to different instead of equal. Again type in select – 1. When the event is inserted, hover over the ball object, right-click and select Visibility > Make object Invisible.

Our tutorial should now be complete. Run your application and press 1, 2 or 3 on your keyboard. As the number changes, it will only show the balls that are displaying that number and hide the balls that are displaying a different number.

Basic Object Scoping in Fusion 2.5

This is a good introduction into basic object scoping in Clickteam Fusion 2.5. There are many more different scenarios you can scope and there are far greater depths you can scope to in Clickteam Fusion 2.5 and we pretty much cover a lot of those scenarios in our extensive Lifetime Course. If you feel this tutorial was beneficial for you, please feel free to share it online and on Social Media. If you want to learn more about Clickteam Fusion 2.5 check out our other free tutorials on our website or consider becoming a Lifetime Student and gaining access to our online course for Clickteam Fusion 2.5 which covers almost every topic you could imagine with a nice, steady curriculum and 24/7 access.




Join the Academy Today


Learn Clickteam Fusion 2.5 taught by experts
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Free Fastloops Tutorial Fusion 2.5

Clickteam Fusion 2.5 Fastloops Tutorial

Fastloops in Clickteam Fusion 2.5

Fastloops in Clickteam Fusion 2.5 are very handy to use. Back in the early Multimedia Fusion 2 days, loops were only really part of the design of the game loop which means if your game runs at 60 frame per second it will parse the event list 60 times per second, from top to bottom. Whilst convenient doing things faster than 60 frame per second was near-impossible. All hail the introduction of Fastloops. Probably the best routine implemented into future versions of MMF and ultimately Fusion 2.5 (alongside ForEach loops).

Even though 60 times per second is fast we still need to perform some tasks even faster than that. Using Fastloops is the way to do that. In this Clickteam Tutorial I will show you just how we can use Fastloops to complete actions, fast and efficiently optimised for Clickteam Fusion 2.5’s runtime, which is always essential especially when developing mobile games and web games.



In this Clickteam tutorial, you will learn how to:

  • Create an explosion
  • Create shrapnel from the explosion using Clickteam Fastloops
  • Give each individual shrapnel piece random directions, sizes, speeds and angles
  • Handle the shrapnel in the frame
  • Destroy the shrapnel when it leaves the playarea or fades out
  • Destroy the explosion once it has completed its animation

What is a Fastloop

A Fastloop is a routine that will execute X amount of times until it has completed at a very, very fast rate. So let’s say for example, we wanted to create a routine that quickly created an explosion and some shrapnel was to come out of that explosion, we could use a Fastloop to initiate that explosion and create the pieces of shrapnel within the blink of an eye.

A Fastloop will run until it has finished. The Fastloop will then halt the current runtime until it has completed. Once complete, it will then continue to run through the rest of the events as normal.

Calling a Fastloop

Calling a Fastloop inside Clickteam Fusion 2.5 is relatively simple and with a bit of guidance we can achieve that. In this tutorial, I will go through how you can use a Fastloop in Clickteam Fusion 2.5 from start to finish. We will start out by creating an explosion that will release some shrapnel that will spin in different directions at different angles with different speeds. In this Clickteam Tutorial you will learn how to use Fastloops, Create Objects, Set Random; Angles, directions and speeds for the objects. This tutorial can be followed by any learning group, beginner, intermediate or advanced.

Setting up the Playarea

Click here to Download the Template MFA for this free tutorial

Let’s go ahead and set up our playarea so we know what we will be dealing with inside the frame. Insert an explosion object from the Clickteam Library, if you cannot find it or you do not have it, download the MFA template from above. You need to drop this into your playarea (outside the playarea) select its properties and uncheck ‘Create at Start’. We will create this object ourself manually in the events. Now create an Active object and just create a random shape inside of it, we will use this for our shrapnel. The shape can be absolutely anything. Your playarea should now look like this

Clickteam Fastloops Example

Ensure you have unchecked ‘Create at Start‘ for both objects. We will create everything we need to manually in the events.

Making magic happen in the Event Editor

Now we have our playarea setup let’s head over to the Event Editor (Ctrl+E). Now, as always I like to create all my events in an orderly fashion that is optimised also. We will put the Fastloop function into a Closed Group. The reason we will do this is because we only need Fusion to read those events when we need to, all other times it can remain closed. This is key for optimisation especially for when you create games and apps for mobile and web.

Once you are in the Event Editor let’s create our first event. Our first event will be when the user clicks with left mouse button. So let’s do just that. Insert a new condition, hover over the Mouse and Keyboard, right click and select The Mouse > User Clicks. When the dialog appears, select Left Button, Single Click. Click Okay.

Fusion Mouse Click Box

Now that our first event is in, let’s create the Fastloop group below it. Right click and insert a new group. Call it Explosion and in the dialog uncheck Active when frame starts. This means our group will be disabled until we open it. We will open it when the user clicks the left mouse button. Your event editor should now look like this…

Clickteam Fastloops Closed Group

Let’s go back to the first event. In the first column (under the Special Conditions icon), right-click and select Group of Events > Activate. When the dialog appears, select the Explosion group. Click Okay.

So we have now so far coded our events so that when the user single clicks the left mouse button it will open the Explosion group. This is where we will create our explosion animation and create some shrapnel to go with it.

In the first event inside the group create a first condition, in the dialog select Special Conditions > Limit Conditions > Only one action when event loops.

Only one action when event loops

When this condition is inserted, hover over to the create object icon, right-click and select Create Object. Select Explosion 3 and click Ok. It will now ask where we want to create it. We want to create it at the X and Y position of the mouse but we can’t do that here so just put anything inside of here or leave it as a default and click Ok. Once you have done this, in the same event line, hover over to the Explosion active, right-click and select Position > Set X Coordinate, in the expression dialog type in “XMouse(without the speech marks). Repeat the same step in the same event line for the Y Position. Position > Set Y Coordinate and type in “YMouse(without the speech marks).

Now we have the initial Explosion handled let’s also create the shrapnel effect. This is where we will use the Active object you created earlier. Now we need to create another event underneath that Explosion event. So insert another ‘Only one action when event loops‘ condition to create a new event, like so…

Clickteam Fusion 2.5 Event Editor

Now in this event, right-click under the first icon (Special Conditions) and select Fastloops > Start loop. When the dialog appears it will first ask us for the Loop name. Let’s call it “Explosion(with speech marks). Click Ok. It will now prompt and ask us how many times we want to create the loop. We don’t want to put in a ‘set number’ here because we want the amount of shrapnel to be random every time, so let’s put in 10+random(11) which will give us a random number between 10-20 every time this loop is called. Click Ok.



Now create a new condition underneath that, insert condition, hover over the Special Conditions icon, right-click and select On Loop.

Clickteam Fusion On Loop

Once you have selected this it will ask you for the loop name. We specified this earlier, it was “Explosion” so go ahead and write that in. Click Ok.

Now this in this event we decide what will happen when the loop ‘Explosion‘ is called. We want to create a piece of shrapnel and fire it out at a random angle, direction and speed. So the first thing to do is hover over to the create object action, right-click and select Create Object. Select the shrapnel active object we created and click Ok. It will also ask where to put it, just leave the defaults and click Ok. Hover over the shrapnel object in this event, right-click and select Position > Set X Coordinate, set it’s coordinate again to “Xmousewithout speech marks. Repeat this step for the Y position using “Ymouse” as the value.

Let’s break focus for a second. We can make use of Clickteam Fusion 2.5’s built-in movement bouncing ball here to give the shrapnel some movement. Jump back to the Frame Editor. Select the shrapnel object and give it a movement. In this scenario, the bouncing ball movement. As you can see in my example, I gave it some deceleration also, just to let the object come to a stop eventually.

Clickteam Fusion Bouncing Ball Movement

Now that we have that setup, let’s jump back into the Event Editor (Ctrl+E). The first thing to do is go back to our latest event ‘On Loop “Explosion”. Hover your mouse over the shrapnel object, right-click and select Movement > Set Speed. Let’s give it a random speed. In the dialog that appears, we don’t want the same speed all the time, it would look too unrealistic. Let’s put in 5+random(55). Click Ok. This will give the object a random speed between 5-59.

In the same event line again hover over the shrapnel object, right-click and select Direction > Select Direction… and when the dialog appears, select all the possible directions. This will choose a random direction for us. Click Ok. Now again in the same event line, right-click over the shrapnel object and select Angle > Set Angle. In the dialog, it says we can stipulate a starting angle of 0-359. So to get a random angle every time, type in random(360). It will now ask you what quality setting you wish to choose. 0 for performance, 1 for quality. This is how the Clickteam Fusion 2.5 runtime will redraw the new image. If you choose 0 you get a none-anti-aliased redraw which is great for performance (recommended) if you do 1 it will anti-alias the image (higher quality). For the sake of this tutorial enter 0 and Click Ok.

Now, because we create the shrapnel object AFTER the explosion, the shrapnel objects by default will appear on top of the explosion animation and we do not want that so we need to (in the same event, again) right-click on the shrapnel object and select Order > Bring to back. This will ensure all the shrapnel objects are pushed to the back of the display order (behind) when created.

Now, create a new event underneath again do (Only one action when event loops) and when you have inserted this new event, hover into the first column underneath the Special Conditions icon, right-click and select Groups > Deactivate a group and select Explosion.

At this point you can now test your app. Hit F8 or click on the menu Run > Application. When you click with the left mouse button within the window, it should now create the explosion animation and create some shrapnel behind it. If it does good stuff, let’s move on to the next part.

Cleaning up our routine in Fusion 2.5

You will probably notice that during your test there was a lot of ifs and buts with how it finishes and the polish on this. It should look something like this…

Clickteam Fastloop Example

As you can see from my preview above, the animation stays on the last frame and the shrapnel stays too. It looks ugly and we don’t want it to work like this. So we will now concentrate on deleting the animation when complete, removing the shrapnel and spitting the shrapnel out in different sizes.

Scaling in Clickteam Fusion 2.5

We need to scale our shrapnel to different, random sizes when each bit is created, this gives an effect of everything being random including different sized shrapnel pieces. For the simplicity of this article, we will use an alterable value and string to set the scale size, at least this tutorial will assist beginners aswell as intermediates. Jump into the frame editor and select the shrapnel piece. We need to give it an alterable value and an alterable string. For the first alterable value, call it secondary_size. For the Alterable string call it total_size. It should look like this…

Active Object Alterable Values

Now we need to set the secondary_size value to something random and we can do this quite easily.

We can do this by going BACK to our ‘On Loop – “Explosion” event. Jump back into the Event Editor (Ctrl+E) and locate that event. Hover over to the shrapnel object, right-click and select Alterable Values > Set. Select secondary_size in the dialog and type in a value, for this example we will type in 1+random(9). This will give us a value between 1 and 9. Click Ok. In the same event again, right-click over the shrapnel object and select Alterable Strings > Set. Ensure total_size is selected in the dialog, now in the “Enter Expression part” type in “0.” (including the speech marks). Now type in +Str$( now hover over the shrapnel object, right-click and select Alterable Values > Values A to M > secondary_size. Finish off the expression by putting ) at the end. Your expression should look like this: “0.”+Str$(secondary_size( “Active” ))

Retrieve an alterable value

This is how your expression should look. Let’s break down this expression so you can see what we are doing here.

When we scale in Fusion, the default scale any object is, is 1.0. For this shrapnel effect, we want some small parts and some large parts, so we set the secondary size to a random number between 1-9. Now we assign this random number to the second part of our scale parameter. So we use 0.+random_number. So it will be a number between 0.1 and 0.9 depending on what the second random number was generated. We put this into a string (so you can see how it works). Next we will scale our object and convert this string to a value so the Clickteam Fusion runtime knows what scale the object needs to be.

So once you have clicked Ok in that dialog, again in the same event, hover over the shrapnel piece, right-click and select Scale / Angle > Set Scale. When the dialog appears, type in Val() and put your cursor between the ( and ). Now right-click on the shrapnel object in the dialog and select Values > Alterable Strings > Retrieve total_size. Your expression should now look like this…

Converting a string into a value

What this expression does is, it converts the total_size string we set to a value. Click Ok. In the next dialog, set 0 for performance and click Ok.

Now run your application and try clicking. It will create the new shrapnel now all in different random sizes.

That looks much better but the animation of the explosion is still there afterwards. Close your ‘Explosion’ group by double-clicking on it in the Event Editor. We no longer want to do any other events in there. Make sure it is ‘greyed out’ so it is closed from editing.

Insert a new event (outside of the group). In the conditions, hover over the explosion animation object, right-click and select Animation > Has an animation finished? then select Stopped. Click Ok. In that event line, hover over the explosion object, right-click and select destroy. Run your application and when the explosion animation has finished, it should destroy itself.

Now, when shrapnel is fired out, it usually twists and moves around. To get this effect, we need to rotate it in realtime. This is quite easy to achieve. Insert a new event, right-click on the shrapnel object and select Movement > Is Active stopped. Now here we are detecting if the movement has stopped but we don’t want to rotate when it’s stopped, only when it is moving so right-click on the condition you just inserted and select negate. Negate means the opposite of this condition, in this scenario it IS moving. Like so…

Negating Conditions

Now on this event line, hover over to the shrapnel object, right-click and select Scale / Angle > Set Angle. In the dialog when it appears, delete the 0. Right-click on the shrapnel object and select Scale / Angle > Get Angle. When Angle (“Active”) appears in the expression editor put + 3 afterwards so it looks like this…

Set angle for object in Fusion 2.5

Click Ok. When the next dialog appears asking for quality settings just type 0 and click Ok. So what this event will now do is, check if the piece of shrapnel is still moving and if it is, it will rotate its angle by +3. Run the application and test it.

If all is working Ok, let’s proceed with handling destroying the shrapnel. Let’s create a new condition.

Insert a new condition (for a new event) hover over the shrapnel object, right-click and select Position > Test Position of active. Select all the arrows that point outwards from the frame and click Ok. Your new event should read (Object Leaves the Playarea). In this event line, hover over the shrapnel object, right-click and select Destroy. This will destroy any shrapnel that attempts to leave the playarea. We may aswell destroy it as the user won’t see it anyway.

The second thing we need to cover is, if the object has stopped, we need to get rid of it somehow. Just deleting it when it stops is a bit boring so we’re going to learn how to fade it and then destroy it.

Go back to the Frame Editor and select the shrapnel object so you can view its properties. Create a new alterable value and call it “fade_val” and set it to 0. Go back to the event editor and create a new event, hover over the shrapnel object, right-click and select Pick or Count > Compare to the number of active objects. In the dialog select ‘Greater’ as the comparison and type 0 in the expression, like this…

Fading an object in Fusion 2.5

Click Ok. Now in that event line, hover over to the shrapnel object, right-click and select Alterable Values > Add to. Once the dialog appears, type in 2 and click Ok. Now in the same event line, right-click on the shrapnel object again and select Effect > Compatibility > Set semi-transparency like so…

Set an objects semi-transparency

When the dialog prompt appears, delete anything inside. Right-click on the shrapnel object and select Alterable Values > Values A to M > Retrieve fade_val. When you have finished your expression should look like this: fade_val( “Active” ). Click Ok. So in this event, we ask Clickteam Fusion 2.5 to check if there is 1 or more of the shrapnel objects. If there is, add 2 to its semi-transparency all the time. Now we need to check when the transparency hits a certain level, we can destroy it as it will no longer be visible, it will be too transparent.

Create a new event, right-click on the shrapnel object and select Alterable Values > Compare to one of the alterable values. When this dialog appears, ensure you select ‘fade_val‘ from the list, in the comparison you select Greater or Equal and in the expression type 128. Click Ok. Now in that event line, hover over to the shrapnel active object, right-click and select Destroy. Basically what this event does is, check if the value is 128 or more and destroys the object.

Run your application now. Hopefully you should be able to left click to create an explosion, this explosion should create some random shrapnel and fire it out in all different directions, in all different angles, different sizes and different speeds. It should then destroy the animation when complete. It will also handle destroying the shrapnel when it either leaves the playarea or it fades.


Conclusion to Fastloops in Clickteam Fusion 2.5

Click here to download the completed MFA

Using Fastloops in Clickteam Fusion 2.5 will rapidly speed up your design flow and development time spent creating special effects in your games and apps. It’s not just useful for effects, Fastloops are tremendously useful for getting actions done faster than the blink of an eye. You can learn much about Fastloops and also ForEach loops in Fusion 2.5. Here at the ClickFusion Academy we cover these topics quite in-depth with much more insight and lots of written lectures and video lectures for you to follow along with. We highly recommend you sign up to our Clickteam Fusion Lifetime Course if you are interested in learning more about Clickteam Fusion 2.5.


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