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File: Clickteam.jpg (36 KB, 616x353)
36 KB JPG
Thoughts on Clickteam Fusions engine for games?
https://www.youtube.com/watch?v=3Zq1yo0lxOU
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>>746138594
Look guys, it's the FNaF engine!
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File: file.png (565 KB, 1918x1079)
565 KB PNG
>>746138594
I liked the early 2000s' versions, the Game's Factory and Multimedia Fusion 1, when I was a young teen. They were by far THE easiest game-making tools on the market, literally fit for a drag & drop codelett artfags like me.

These days, the thing is horribly outdated and expensive. I recommend looking into the Gdevelop 5 instead, NOT to be mistaken with the Godot engine.
Gdev's 100% free, open source, can be ran even in your browser if you want, and you can publish even commercial products with a free account. The UIX and overall design is also VERY Clickteam inspired, with a similar drag-n-drop "map editor" view and "Excel spreadsheet" style "event editor" coding.

The other cool feature are the user-made "Behaviors", kinda like pre-made packs of code you drop into the scene or individual objects themselves. You can prototype surprisingly complex gameplay feats in seconds with these.
In example: you can add a "Platform" behavior into a block sprite, and a "Platformer character" into a Mario knockoff spite. BOOM - you now have full 2D platformer controls and physics on the Mario guy, and it collides with the "platform" object like it should! You can also dissect the Behaviors' code and edit them for your liking, or recreate them from scratch if needed.

To make things even crazier, some Nip codeguru has been implementing working 3D graphics, controls and physics stuff into Gdev for the past few years. Talking about real polygons with PBR texture maps, deferred rendering shading, and whatnot. It's no Unity or Godot, but the fact that it's even possible, and still free, is bonkers!
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>>746140063
This comment feels like a ad for gdevelop which is odd because I've been using it for a space game project
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>>746138594
If your game gets too busy with objects like enemies and stuff happening, it'll start dropping inputs because it treats these as objects as well.
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>>746140264
I knew someone would say that.
I guess the iPhone tourists are not used to oldschool internet warriors pushing 3000 symbols in a few mins.

Anyway, I only found out about Gdev during Corona. Got some time, thought I'd get back to my old hobby of making small vidya. Was positively surprised by the engine. I've seen a 10 year old cook up a crude but functional Vampire Survivors clone with that thing in just 7 days, with zero prior experience with the app.
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Only useful for retro low budget point and click or retro low budget simple RPG. and yes I know you can do a lot of others things but it's super clunky as hell and you need to think completely outside the box. There's even a 3D mode somehow.
There's far better engine now even if you are a complete codelet.
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>>746140063
>>746141937
You're making me interested for some testing, how powerful is the 3D engine in complexity of games (as in, can you do 3D cutscenes and complex enough gameplay)? Are you forced to use some account to download and use it?
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>>746142475
>How powerful is the 3D engine?
I've not done a proper deep dive into the 3D stuff, as that's not something I need, nor would I use Gdev for "serious" 3D gayman' in general.

But I did code a pseudo-3D "Doom" style 2.5 game a couple years back. Also, from what I've seen, you technically have multiple different 3D options for the Gdev5 at this point, and you can still code your own stuff from scratch if needed.
It seems that the official devs added a full-blown 3D editor into the app earlier this year:
https://youtube.com/shorts/rCipCJpRbHA

That Japanese code guy has his own add-on. I follow his YT channel at:
https://www.youtube.com/@g9cha/videos

>Are you forced to use account?
No. If you download the desktop app, you can install, use and even compile your games without any sort of data going on the webs.

It used to be that you needed to create a free user account to be able to build your finished game into an .exe, but I think that may have been phased out now. Offline, you just miss the cloud backup saves and automatic interwebs release functions (itch.io and such).

But again: do yer own research! I might be talking out of my ass at this point.



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