
A brief introduction to the Clickteam Fusion 2.5 course, the interface and the editors before we begin preparation for the platform game.
In this lecture we look at how you can download the library files for this platformer game and install them to Clickteam Fusion 2.5. We will download and install the library files, then we shall proceed to locate them through the library window.
In this lecture, we take a look at what an 'Event' is in Clickteam Fusion 2.5.
In this lecture we will see how you import a player character, import all the animations we will need and then ensure the hotspots are set accordingly.
In this video we will look at how simple it can be to create a new animation for our player, inside Clickteam Fusion 2.5
In this lecture we will take a look at the Player Mask. A mask for the player is an invisible 'static' object that allows us to detect collision and set the position of our player character. The player character is only there for illustrative purposes (ie: position on screen and animations). It's the invisible mask object that will control the game and detect collisions.
Let's review what we have learnt in this section.
Also referred to as PMO, the Platform Movement Object is an extension that is required to control a player in a platformer game designed in Clickteam Fusion 2.5.
It is much, much better to use this object over the built-in Clickteam Fusion 2.5 platform movement. It gives you greater control over collisions, animations and other movement properties.
In this lecture we will attach the player to the Platform Movement Object. We will setup some basic movement controls.
In this lecture we will 'tweak' some of the properties of the Platform Movement Object (PMO) to suit our game.
In this lecture we will create some enemy movement. We will also create our own 'detectors' that will tell the enemy where to move to, during gameplay.
In this lecture we will take a look over how to design the first level of our platformer game in Clickteam Fusion 2.5.
Let's create a camera that will follow our player
Let's ensure we use Layer 1 to create a parallax background effect. Layer 2 will be our game layer.
Layer 3 is going to be our HUD (Heads-up display) which will contain graphics such as the score and our lives.
Let's add the code in Fusion 2.5 for the ability to collect coins and add to the score.
Let's work out how to collide with an enemy object and lose a life. We will also respawn the player.
In this lecture we will learn how to code in a 'Double-Jump' enabling us to jump twice for a greater height, but limit the amount of jumps we can do in one turn.
In this lecture we detect the end of the level.
In this lecture we look at how to design and implement a special 'coin collect' feature. This feature will 'whisk' the coins away once the player has collected up to the score and slowly fade away.
When your game counts on the player having 'lives' we always feel the need to include an 'Extra Life' pickup. In this lecture, we will implement that.
In this lecture we will learn how to design and implement the 'Lose Coin' special effect. This is commonly seen in platformer games, when the player collides with an enemy, rather than die immediately, he loses all his coins first giving them chance to re-collect them.
If you have no coins upon collision with an enemy, then you lose a life.
It is important to learn how to design at least a simple title screen for your game. We'll make a cool one together in this lecture and then lead off to creating another level...
Let's add a new level (Level 2) to our platformer game.
A conclusion to this Clickteam Fusion 2.5 Game Development Course.
A final look over your platformer game that you have managed to create in Clickteam Fusion 2.5 and how you can further implement and use the debugger for testing new ideas.
Learn how to create your very own platformer game using Clickteam Fusion 2.5, an industry-standard, rapid application game development tool from Clickteam used by many Indie Game Developers and Large companies worldwide.
In this game development course you will learn a lot of cool game development concepts but will also learn how to implement these concepts into your very own platformer game using the Platform Movement Object. You will have access to the Course Forum where you can also discuss topics covered in the course and topics that aren't covered.
This course has been designed to be understandable by anyone including beginners, artists and programmers who wish to expand their knowledge of game design. This course will teach you the fundamentals of a platformer game development in Clickteam Fusion 2.5 and will help you gain a greater understanding of development.
By the end of this course you will have developed the ability to:
Start learning more about Game Development today with this course from OneClick Training!