A Few More Tweaks to the Game

If you’ve been following the blog, you’ve probably seen the little game I’ve been making in Clickteam Fusion. I’ve been taking it in baby steps, from a very basic time-survival game with some sprite centring issues, to a more entertaining little piece where enemies actually give chase and keep the player moving.

Here are the latest tweaks:

The changes this time include a few minor things like fixing that sprite issue, and altering a few speeds and sound effects. A test animation for the sword attack was made but not enabled due to issues getting the attack conditions to execute properly. There are a couple of bigger changes though; first, I’ve added larger, slower blobs, created when two smaller units collide. This adds a little bit of variety and surprise to longer games that keeps it interesting. Second, I’ve added randomly spawning hearts that give the player a life. This theoretically lets games go for longer, as well as giving you the option to play more strategically. Sacrificing a life to clear a path. Probably the most obvious change, however, is that I added some very basic floor and walls graphics so it wasn’t just white space.

I’m iterating right now, adding little features one at a time, and rebalancing as I go, but I think it’s a good idea to have a target “finished state” in mind. It’s a first project and I don’t want to get in the habit of iterating it forever. I’ll learn more getting the game to good state and then moving on to a new project. With that in mind, the ultimate goal is to include a basic attack for the character, replace all the stand-in art with nicer, animated sprites, and clear up a couple of the more fiddly issues like enemies spawning on top of each other and getting stuck there. Once that’s all complete, I’m going to stick on a title screen and a better looking high score table and declare that version 1.0!

And as usual, if you want to try version 0.3, here’s a link:


I Updated My Super Simple Game

I posted yesterday about the first little game I made with Clickteam Fusion, a super simple little top-down piece where a random hazard blob is placed every seven seconds and the player has to survive as long as possible without bumping into them. (Thanks very much to everyone who gave it a little playtest, by the way.) It was a really positive experience making the game as, despite its simplicity, it was a complete little project with a scoring system, a way to lose, a way to track your success etc. The only catch was that it wasn’t that much fun since a pretty good strategy was to just stick around in the same spot for as long as it took for the random number generator to drop a blob on you. Well, the project isn’t over yet, and TinyAdventure 0.2 is here!

The first thing I did was sort out a new character sprite. The first sprite was a little lop-sided. It had the consequence of making the game a little unpredictable, making collisions where the player didn’t expect them. I’ve made the character a little bit bigger which I’m a bit uncertain about right now. It makes the character more prominent and personable, but it makes weaving between the blobs trickier. I might shrink the blobs a bit more to compensate, but we’ll see how it plays out.

The next change was much more important. Now, every 12 seconds the game will spawn a red blob which exhibits basic hostile behaviour, chasing the player instead of staying in place. This changes up the whole game and I think it’s a drastic improvement, staying on the spot is no longer an option. However, the game isn’t necessarily more overwhelming early on, because you can play blob against blob, trapping the red behind blues and so on. It gives an element of strategy to it, despite the basic feel.

Lastly, I balanced out the elements a bit by making blobs destroy once you’ve hit them. It isn’t a method for clearing the board as you’re still limited to three hits, but it stops a tricky spot sinking you on the same blob twice.

I’m learning a lot about game design here. It’s only a few small changed from the first version, but I already feel like this is a much more entertaining game. The principles are still really simple, but the way they play out together is genuinely entertaining.

Once again, if you want to try it for yourself, here’s a download link:



I Started Making My First Game

As you guys know, I’ve been working with ClickTeam Fusion lately, and after trying to find some good tutorials, I’ve been taking more of a project approach. Making a game from scratch, and research example for the specific techniques of game mechanics I need. I’m already finding the experience more challenging (and liberating) than just following the rote tutorials, but it’s a very satisfying process.

It hasn’t taken long for me to have my first project to a stage where it’s a very basic game in its own right.

At the moment, I’ve given it the almost certainly taken moniker of TinyAdventure, and it’s incredibly basic. The player controls a top down little person with 8 directional movement, score accumulates until you die, and every seven seconds the game spawns an enemy blob at a random location. The blobs don’t currently do anything, but running into one three times means game over. The longer you play, the more the screen fills up. Once you die, you’re taken to a high-score table, where you can restart the game if you choose.

Like I said, basic, but all the elements are there. An open-ended structure, a goal to obtain the highest score, a lose condition, some element of saving one’s progress, and the ability to start again. What I want to do now is iterate gradually, by playing the game and seeing what feels unsatisfying and add things one at a time. Immediately, the biggest problem is obvious. The game is incredibly easy and can last for ages without the player ever moving. I’d like to change this by adding blobs that pursue the player next. That would already be a dramatic change.

If you’d like to try the game, it should run on most versions of Windows and there’s a link here:


Let me know what you think!

Finding Good Tutorials for Clickteam Fusion 2.5

I posted here a few days ago about my first impressions of Clickteam Fusion (spoilers: they were fairly positive) but I was a bit thrown after that because the rest of the tutorials in the package aren’t that great. One covers how to apply basic physics to objects which is fair enough, but the next appears to be written for an old version of the software, and I hit a roadblock pretty fast.

Part of the problem seems to be that the software has been using the same tutorial format since it was called “The Games Factory”, and a lot of the resources on Clickteam’s site date back to this time. And the tutorials aren’t just PDFs, they’re project files that include premade assets and animations you’ll often need. Often these aren’t easy to load into CTF 2.5 or the Steam version.

Oh and the software’s pretty popular in France too, so sometimes they’re in French. More to learn, zut alors!

I’ve been scouring the web to gather them together, and these are the best sources I have found, together with the strongest individual tutorials. In my experience, the better lessons to go for use general instructions combined with assets already included in CTF, no fiddly loading involved. After a few tutorials, sample files are pretty useful. These are often projects that just illustrate how to create a single effect like bullet-time or flashing after you take damage, and are often ingenious.

The only other advice I can give you is to still try Tutorials from older versions like The Games Factory or Multimedia Fusion. The software hasn’t changed so much, and while you might hit an obstacle, many of them can be completed in CTF 2.5. If you do get stuck, you can always move on to another.

If you’re really in a rut, just try a few things. I’ve found you can often pick something new up just by applying a few conditions here or there and seeing what the result it. You can’t do any damage just playing around.

On to the list!

Clickteam’s Own List –

This is a repository of Clickteam’s own in-house tutorials, and they vary a LOT. Take a look at the PDFs included with the lessons and see if you can find the Objects it uses in the preinstalled libraries, if you have them installed already then it’s just a case of hunting them down when you need them.

I can really recommend “Catch the Fruit” for total beginners. It’s very simple and makes a good follow on from the first ChocoBreak lesson. There’s a lot of overlap; controlling characters, assigning score, but a few differences here and there that add to your knowledge. Better yet, the assets are all found in CTF 2.5 so you can start immediately.

Nivram’s Examples – 

Castles of Britain CTFNivram’s Examples is a huge list of sample files, hidden away behind a site all about British Castles. It’s a really fantastic list of different projects that demonstrate different effects you can produce in the software, ranging from little animation flairs, to clones of entire games and software. Not all the samples will be useful to total beginners, you need to be able to decipher exactly how the result has been achieved once you get it open, but picking something simple and studying it can be hugely education.

I can really recommend Homing Missile Example, and, Satellites Example, for simple but applicable effects you can pick up from the project file.

The Daily Click – 

The Daily Click is one of the more fun entries on this list, acting as a showcase for really great CTF and MMF games, as well as a repository for tutorial. The site has an active community for feedback and peer review, as well as a rating system for any articles or project files submitted. There’s a lot of different stuff here, but the presence of real human beings exploring it along with you means that the cream rises to the top pretty often. It’s a good place to sign up and ask a few questions, then share your results.

Often the best stuff can be found here by sorting Articles or Projects so highest rated appear at the top. However I can really recommend the articles Handling Duplicates, Pixel Art for Total Noobies, and, Active Objects, Active or Passive?.

And Finally

Salvage’s FNAF Series –

FNAF CoverNo conversation about Clickteam Fusion would be complete without a reminder that this is the software that made Five Nights at Freddy’s possible. If you’d like to give Scott Cawthon a run for his money and make your own FNAF (Because Steam doesn’t have enough of those yet, right?) then this tutorial series is actually very enlightening and shows how you can achieve the same results.

Recommended? All of it.

And that’s it, the whole list. These are the best resources I’ve found for Clickteam Fusion 2.5 and MMF 2 tutorials. For the most part the ones I’ve listed work, though it can be a bit tricky to get all the assets. If you know any better ones, please leave a comment!

Doing my first Clickteam Fusion tutorials!

I’ve been playing with Clickteam Fusion… I’d heard mixed things about the software but so far I love it!

For the uninitiated, Fusion is a drag and drop software development tool with an emphasis on easy game development. You’re probably familiar with its most famous offspring, Five Nights At Freddy’s. It’s pitched as a more accessible alternative to Game Maker Studio and it’s pretty flexible, but doesn’t feature a scripting language or similar direct coding options. Because of the this the software has a reputation for being too clumsy or simplistic for professional work, but at this stage I’m not a professional and it’s a good learning opportunity.

I picked it up in a Humble Bundle some time ago, but I hadn’t had chance to dive in yet because there’s no mac version in the package, and I’d been having issue with my bootcamp installation. Now I’ve had chance to take a look, I think it’s going to make a great complement to my Python studies. Learning to code is really valuable, but this has let me start learning practical game design without being limited by my coding experience.

Chocobreak CTF
I’m pleased to say my version of the first tutorial “Chocobreak” looked as close to this at it should have.

I’m still pretty new to it all now, I’ve run a few tutorials that involve making a version of Breakout and one very rough little game where you catch fruit that falls from above, but I wouldn’t be overselling it to say that I could probably take the principles and go away and make a sample game from scratch already. I’m going to do a few more tutorials and then see if I can apply what I’ve learn to a few of my old Python projects or ideas I’ve been saving for when my experience got up. Fortunately the software includes a lot of animated sprites and sound effects you can use out of the box too, so getting straight to the gameplay is pretty easy.

Probably the biggest strength so far is the conditions system, which is effective at laying out the various interactions each object has while in play, while staying readable. It’s remarkably easy to make, for example, a bouncing ball that can drop from wherever you click on the screen and bounces about the frame without disappearing off the edges. There’s a playground vibe to just setting elements differently and seeing how they interact.

Right now I’m not sure how flexible the engine would be at dealing with something like a dialogue heavy RPG or a fast, responsive platformer, but it’s robust enough that I can hit the ground running. Hopefully in future it’ll let me get something with a few more ideas through.

More updates soon!