![]() ![]() It lets you get straight into level design and the like, so it's very satisfying, especially if you're very young and have a short attention span. If you're happy to use inbuilt movement patterns and the like, you can put together a platformer in no time at all. My personal belief is that they're great for developing an interest in game development, because you can get something that moves and is playable very quickly. ![]() Like a lot of other people I got Clickteam "The Games Factory" out of a magazine as a kid, and later got Multimedia Fusion. Yes Hempuli, Nifflas, and many others have made amazing games in MMF, but that was after using it for about 10 years. Also, learn to use the event list editor.that checkbox system is what nightmares are made of. If you're adamant about using Fusion 2.5, then you'll pretty much have to learn how to build your own editors to dynamically load levels and such in one frame, since objects/events are tied to individual frames.and you'll have to use a large number of sketchy 3rd party plugins. For the record, Construct 3 is most likely coming out next year as well. You're better of waiting until then and maybe using Construct 2 in the meantime to get familiar with this sort of engine. Fusion 3 (working title) is Clickteam's first truly new engine since then, and is being revealed fall 2016. ![]() In a nutshell, Fusion 2.5 is just a super duper beefed up version of Klik 'n Play from 1994 and you can expect at least a year of tinkering to really find its true potential what with all the strange workarounds and odd design choices and stuff. I used Clickteam software from the early 90's Klik 'n Play up until Multimedia Fusion 2, and have messed around with Fusion 2.5 a bit recently. Should I stick with traditional frameworks like Haxe and XNA (what I have previously used) or is it possible to get over the oddities? Is it even a good system to develop games with? I know Hempuli has made amazing things with it (or rather MMF2, which seems even harder to use) and I've played Knytt, Nightsky etc but I haven't the foggiest how they both did it Do people develop their own editors or use the in-game one? I tried Game Maker, and I loved some features of it but absolutely hated the awful room editor and laggy interface. Does anyone here who uses it have any tips for getting started? It has a very unusal development process and I'm floundering a little! The grid system seems very unwieldy - for example I was messing around with a small particle system in which I created 10 particles in a loop each frame and then randomised their velocities - but because I was unable to specify which particles I was changing the program continuously randomised the velocities of all the particles instead. Even though you create new thread from Autoload script, your game will just stop and wait for your thread to finish its task.Hey guys! I picked up Clickteam Fusion 2.5 for 9 quid in the steam sales (the deal is on until Jan 4th and it's 85% off!) and I'm curious about learning to make games in it - all the programming I've done in the past has fallen flat because I've tried to reinvent the wheel everywhere, so I thought I might give something very visual and built-in a try. Therefore everything is synchronous in autoload. It is not a separated thread that manage data. For example, Autoload (Fake singleton) where you want to manage data in real time. However If you try that in Godot, you cannot multi-threading where you want to implement asynchronous system. You may mention about multi-threading because asynchronous programming is one way of multi-threading. Which is very efficient for performance of your game. If i give you very simple example for why GDScript is immature, GDScript does not support asynchronous programming. ![]() Because C# is popular in other game engine and it contains all the new features that is available from new programming language. You can just feel that by the godot team is solving that matter by supporting mono version. It does have some good features but it is not good enough for what you need if you want to deep dive into game development. Which means it cannot have all the power and new features that is available in Python or other programming language. GDScript is quite immature language GDScript is copy of python and the real problem is, it is not python. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |