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Getting Started with Clickteam Fusion

Book Description

Create compelling 2D games using Fusion

In Detail

Multimedia Fusion is an extremely powerful yet easy-to-use visual creation tool. With MMF2’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Multimedia Fusion 2 is a game and application authoring tool that allows you to design and develop games for Windows, iOS, Android, Flash, and XNA for Windows mobile phones and the Xbox.

With this in-depth practical guide, you will learn how to develop 2D games with the intuitive visual programming editor of Fusion and create simple prototypes within hours.You will learn about topics like Loops, Extensions, Exporters and Distribution as well as in depth coverage of other features like building 2d game movements and templates like Asteroids, Racing Car, Platformer or Physics.This book will help you create games for mobile devices and Pc with simple and descriptive game examples.

This book will guide you into the world of video game development, and will teach you how to create 2D games and apps without knowing a scripting language. You will also learn about the basics of this complete development studio, including how to use the graphics, animation, and programming editors.

What You Will Learn

  • Create 2D games and apps without a scripting language
  • Understand game mechanics like movements, physics, or simple artificial intelligence
  • Explore the different editors of Fusion including the frame, animation, and event editors
  • Prototype your small and big game ideas in Fusion
  • Discover more and more about different game types and create your own little game worlds
  • Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

    Table of Contents

    1. Getting Started with Clickteam Fusion
      1. Table of Contents
      2. Getting Started with Clickteam Fusion
      3. Credits
      4. About the Author
      5. About the Reviewers
      6. www.PacktPub.com
        1. Support files, eBooks, discount offers and more
          1. Why Subscribe?
          2. Free Access for Packt account holders
      7. Preface
        1. What this book covers
        2. What you need for this book
        3. Who this book is for
        4. Conventions
        5. Reader feedback
        6. Customer support
          1. Downloading the example code
          2. Errata
          3. Piracy
          4. Questions
      8. 1. The Basics of Fusion
        1. About creating a video game
        2. Getting to know some terms about the tool
          1. The application
          2. The frames
          3. The objects
          4. The properties
          5. The events
          6. Conditions and actions
        3. The basics of the Fusion user interface
          1. The top section
          2. The left section
          3. The center section
          4. The right section
          5. The bottom section
        4. Getting started
        5. Summary
      9. 2. The Editors of Fusion – Your First Game!
        1. The editors – an overview
          1. Opening and navigating through the main editors
        2. The frame editor
        3. The picture and animation editor
        4. The event editor
          1. Obstacles
          2. Naming
          3. Scrolling
          4. Shoot 'em up!
        5. Summary
      10. 3. Movements, Animations, and Graphics
        1. Creating animations – how to blow up crates!
        2. Simple particles
        3. Clickteam movements
          1. Non physical movements
            1. The bouncing ball movement
            2. The path movement
            3. The mouse-controlled movement
            4. The eight-directions movement
            5. Race car
          2. Movement extensions
        4. Importing graphics and animations
          1. The import options
        5. Working with layers
        6. Summary
      11. 4. Using Extensions and Animations
        1. Extensions and objects
        2. The platform movement object
          1. The new movement
        3. Colliders and character animations
          1. Walking animation events
        4. Summary
      12. 5. Creating Enemy Behavior and Health Bars in the Right Resolution
        1. Setting the resolution
          1. Introducing a new game type – top-down
          2. Enemy movements
            1. The path movement
            2. The bouncing ball movement
            3. Direction detection – a basic AI
          3. Alterable values
          4. Interface, counters, and health bars
            1. Going further
          5. Summary
      13. 6. Physics, Qualifiers, and Implementing a Soundtrack
        1. The use of qualifiers
        2. Integrating sound in Fusion
          1. Place your first sounds
        3. Jump around – physics!
          1. Basic collisions
          2. The Physics movement
          3. The Physics objects
            1. The rope and chain object
            2. The ground object
            3. The joint object
          4. The Physics playground
        4. Summary
      14. 7. Creating Loops and Saving Games
        1. Creating a basic game loop
          1. Creating a game with three frames
            1. The start screen
            2. The result screen
        2. Global values
          1. A sneak peak – exporting your game
        3. Saving and loading with the INI object
          1. Saving positions
          2. Saving a single value
          3. Saving multiple values in items and groups
        4. Fast loops
        5. Summary
      15. 8. Exporters of Fusion and Mobile Development
        1. Exporters of Fusion
          1. Flash (Swf)
          2. HTML 5
          3. iOS
          4. Android/OUYA
          5. XNA
        2. Development for mobile devices
          1. File size and memory usage
          2. Mobile control objects
            1. The accelerometer object
            2. The joystick control object
            3. The multiple touch object
            4. The location object
        3. On the other side of the screen, it all looks so easy
        4. Summary
      16. Index