Clickteam Fusion 2.5

Clickteam Fusion 2.5 Released

For anyone that is a game developer, especially smaller shops and one man shows, you’re more than likely to have heard of Multimedia Fusion by Clickteam. If you haven’t, now is the time to check out their latest release, Fusion 2.5. It has all sorts of very good tools for developers, the latest and probably biggest inclusion is a native physics solution called Box2D.¬† Box2D was once a standalone extension for the tool, but is now much improved and integrated, and by far easier to use.

If you’re not familiar with Fusion, it is a programming tool that let’s you create games and applications without actually typing any code, using an Event/Condition based graph. It’s quite powerful and easy to use, and if you are a programmer, it helps speed up some processes and is easily extensible using C++, python¬† and a couple other scripting and programming languages.

Here is a general list of some of the physics related additions:

  • 9 new Box2D movements including 8 Directions, Axial, Background, Bouncing ball, Platform, Race car, Spaceship, Spring, and Static
  • Fully integrated like the old non-physical movements
  • 7 additional objects help create complex physics in game
  • Physics Engine objects runs all the physics for the frame
  • Fan object creates directional force
  • Magnet object creates attraction force
  • Treadmill object
  • Rope and Chain object to create string like physics
  • Particle object
  • Ground object

Another quick noteworthy point, is that you can export your game to multiple platforms from a single source. Including exporting to Windows, XNA, Android (including Ouya!), iOS, Flash and HTML5. There are some other ways to export through various methods which also let you export to MacOS and Linux. So have a go, it’s a very good tool for getting up and running quickly with your games and applications.

Read more about the update


Modo Script: Step Weight

A new script for Modo coming from the Osaka Modo User Group in Nihon, by Norihiko Yanagiimura.

The script is called ‘Step Weight’, and it let’s you assign a weight map from 0 to 100 between the first selected and last selected vertices. Take a look at the screenshots and video provided by Norihiko, below, to get a better idea to see how it work (picture is worth a thousand words, in this case). This is definitely a helpful script, especially when you’ve got to weight in a linear fashion, but in a direction on the mesh that isn’t perfectly straight.

Click HERE for the script.

Huge thanks to Yanagiimura-san for the script!

StepWeight_1 StepWeight_2 StepWeight_3

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