![clickteam fusion 2.5 free version way too limited clickteam fusion 2.5 free version way too limited](https://i.ytimg.com/vi/2_PQnmBVNDU/maxresdefault.jpg)
- #CLICKTEAM FUSION 2.5 FREE VERSION WAY TOO LIMITED HOW TO#
- #CLICKTEAM FUSION 2.5 FREE VERSION WAY TOO LIMITED PC#
#CLICKTEAM FUSION 2.5 FREE VERSION WAY TOO LIMITED PC#
Haven't tested it on Mac yet, but it hasn't frozen up on my PC and it runs at a solid framerate, so that's good. I've actually managed to rig up something that uses it and is pretty close to what I wanted. Now despite my concerns about the reliability of the APM object. I'll keep digging further into it to see what I can learn. It's inspiring seeing some node-based pathfinding without using the Advanced Path Movement object to handle the pathfinding. Thanks for reading!Īwesome! Thanks for taking the time to do that.
#CLICKTEAM FUSION 2.5 FREE VERSION WAY TOO LIMITED HOW TO#
Any ideas on how to get started? I can see the Advanced Path Movement working with this somewhat, but again it's a little buggy (I've had trouble connecting nodes on the fly in a fastloop, which this method would require) so I'm curious what some other options are.
![clickteam fusion 2.5 free version way too limited clickteam fusion 2.5 free version way too limited](https://fuzhy.com/best-game-development-software/Construct-3.jpg)
Wouldn't this be great to be able to do in Fusion? Seems like it would be very useful and efficient for many types of games. Also, when you click outside the walkable area, it looks for the nearest edge of the walkable area polygon, then creates the path end node on that edge closest to where you clicked - no idea how to do that kind of thing in Fusion. Seems very efficient, as there aren't that many nodes involved, plus your character can move at natural-looking diagonal angles anywhere in the walkable area instead of just 4 or 8 directions. When you click, it creates a new node where you clicked, and one where the player is, checks which nodes the new nodes could be connected to, then I guess uses some kind of A* algorithm to find the best path. Why flood a big walkable area with grid-based nodes and search through all those for pathfinding when you only need a handful at some corners? Then I saw this article about pathfinding using polygon shapes, only needing nodes at the concave vertices. The non-extension grid-based A* things like Sketchy's feel unnatural for an adventure game, and Advanced Path Movement object has always been buggy and limited for me, so I'm hesitant to build my engine around it. I would want it to be available for all exporters (especially Mac in addition to just Windows), so I can't use the pathfinding object for pathfinding. This could apply for many types of games, but personally I'm beginning to make a point-and-click adventure game.