Back in 1994 Klik & Play was something, kids were enthusiast to play games but very few among them dared to even think creating one. Clickteam's first (very successful) effort was a bridge from developers to users - and lot of fun. Back then internet was not so widespread, informations were hard to find and learning a programming language for the average user was something like black magic. Today everything is different. Programming languages are far more accessible, there's a huge quantity of documentation and tutorials available - yet, game (and application) making with Fusion 2.5 (the far more advanced version of 1994's Klik & Play) is one of the quickest and most versatile solutions. Powerful and easy to grasp, Fusion comes with a huge set of tools packed in a slim, efficient and affordable set. And with Fusion3 behind the corner, with new or improved features and sleek multiporting to every platform, the independent developers world might have next big twist.
Lizard King makes a wide use of Clickteam Fusion and has collected below a selection of his examples and widgets. Feel free to download and use them by any means. Just promise you'll use them to make something beautiful and bring a better world! :D
Lizard King CTF2.5 archive
All downloads in this page are free to use in any commercial / non commercial project, attribution appreciated, not needed
OS symbols generally mean that the mfa is "supposed" to work on those platforms, we have not tested all of them / for all platforms,
so make sure you test it right away on target system, before embarking on a long project!
categories (differences might be subtle..)
..... example (a generic showcase of a small function or idea, generally in few lines)
..... tool (a small portable add-on that gives an extra functionality to a project)
..... widget/engine (same as above, but "bigger", more complex and generally multi-object)
..... template (a premade blueprint of a stand alone application/minigame, generally customizable and ready-to-use for production with few tweaks)
There are currently 16 elements in this archive.
Sort them by name | category
Shows a nice multi-variable graphic with average tendency
Left or right click on sectors to change circumplex values, the middle crosshair will show the average "tendency" of the variable set. Useful for charting data, or to show alignment or skills in RPGs, and whatever you may think of
A simple example on how to place cards on the board and space them evenly while they are drawn or played, use it for card games or for any GUI that may require different elements to be created and removed on the fly
Quick and easy pathfinding solution, for single and multiple chasers at the same time. Includes additional functions like line and "area" drawing, or "path" blitting, available for 4 or 8 directions. Full instructions and examples inside the mfa
Superquick grid movement in 8 directions / with followers
Very short code for a grid movement in just 5 events, with 8 available directions, player sticks to grid and cannot access obstacle cells. Bonus version with any number of followers chasing the main player in a "snake-like" movement. Customizable player speed and grid size
This template provides a set of objects and events to draw and customize single or multiple lightsources, each with a different set of properties, like degrees amplitude, length, density, wall penetration, glowing fx
Quick example of how to shoot a sinewave projectile towards any angle, rotating the sinewave along the direction chosen. Customize speed, amplitude and frequency of the wave. Additional fancy colorful effects included :D
Timeline movement inscribes your objects positions in a timeline, so that each object is always at a specific coordinate in a given moment, and you can move the timeline backward or forward. Useful if you want precision control over a set of elements or want to design specific intercepts to happen among objects
A simple and straightforward tool to handle addition and subtraction with arbitrarily big integer numbers, self contained in an active behavior. Just drop "very big int" object in your game to be able using it
An example of how to scroll in a Zelda type game, with camera panning through closed rooms and door-switching to other areas. Easy to use by placing "doors" and "boundaries" objects. Background graphics included as homage to the original game and protected by copyright so DO NOT use them!