Learn how to make iPhone/android 2D Games without coding

Become a game developer under one hour of training, the best kept secret of many indie game developers.
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  • Lectures 48
  • Length 7 hours
  • Skill Level All Levels
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 1/2015 English

Course Description

In this course you will learn how to build games for iPhone, Android, PC, HTML5 and Flash.

The objective of this course is to help you "a non-programmer"
create games without you having any experience in game development. If you are a programmer, you will find that this course will help you reduce the amount of time you spend developing games.

This course will enable anyone willing to enter the gaming industry and begin making games and apps. Ride the current wave of 2D game development for PC, Steam, Tablets, Mobile devices, Micro-Consoles and Browser based games.

In this course we will use Clickteam Fusion to build games without coding. We will use Clickteam Fusion's exporters to export games to different platforms (PC, iOS, Android, HTML5, FLASH, OUYA) all with a click of a button, just like that!

This course is not technical or theoretical, this is a hands on training course. From lecture 1 to the last lecture you will be actively engaged as the lectures progress and the instructor reveals new material.

Each lecture contains one or more example(s) for you to take a look an experiment yourself. At the end of the course you will learn how to build a Flappy Bird Clone and a Doodle Jump Clone. We'll also review some common techniques to build games in Clickteam Fusion.

Feel free to ask any questions I will be more than glad to help you.



* Although you can create 3D games in Fusion, this course will mainly focus on 2D game development.

What are the requirements?

  • Clickteam Fusion 2.5

What am I going to get from this course?

  • Create a mobile game from scratch
  • Learn how to build 2D games
  • Learn how to port games to iPhone/Android,HTML5,Windows/Flash

Who is the target audience?

  • This course if for newbies who have no idea how to start building a game and have no coding experience
  • For graphic designers and non-graphic desiners who always wanted to make a game but dislike learning code
  • There is nothing advanded in this course and no prior knowledge is needed.

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.


Section 1: Become Familiar with Fusion

Introduction to Clickteam Fusion 2.5.

What is Clickteam Fusion 2.5? CTF is a tool to build games without programming. It allows anyone with a computer and to be able to build games with minimal efford.

CTF comes in 3 versions.

  • Developer Version (Commercial use)
  • Standard Version (Personal use / some commercial application)
  • Free Version (Personal use)

Hello World Game

  • A quick glance of how fusion works
  • Let's build a simple ping ball game
  • Applying collisions
  • Inserting sound effects
  • Always events

Using the level editor and the event editor to create anything you want.

Collisions events

  • Assigning movement types
  • Setting up a bouncing ball
  • Running frame
  • Accessing the event editor
  • Creating conditions
  • Test for objects position
  • Setting multiple object collisions
  • Destroying active objects
  • Looking in the direction of another object.

Hiding and displaying text example

  • Collision with invisible object
  • Next frame on object collision
  • Active object invisible at start of frame
  • Making an active objects invisible
  • How to negate conditions
  • Upon pressing a key event

This is a quick overview of how to build a platform game in Clickteam Fusion 2.5. In this section we'll learn how to create different levels using this simple example.

Platform movement example

  • Locking backgrounds
  • Unlocking backgrounds
  • Bakcground instances
  • Setting a platform object
  • Collistion with background
  • Object leaves the play area
  • Restarting current frame
  • Collision with another Object
  • Adding music
  • Looping music
  • Uninterruptable sounds
  • Copying and Pasting events
  • Jump to frame
  • Setting up initial direction

Creating a simple platform game without programming.

  • Selecting platform object
  • Setting up object initial direction
  • Background object collision
  • Destroy object on collistion
  • Play sound on collistion
  • Adding and moving backgrounds
  • Setting up object scrolling
  • Unlocking and locking backgrounds
  • Preventing objects from leaving the play area
  • Restarting frame event on collision event
  • Editing a a simple level
  • Copy and paste events from frame to frame
  • Layer X,Y scrolling coefficient
  • Creating a parallax scrolling effect
Section 2: Learning the software

Windows and menus
Let's become familiar with fusion's interface and menus.

  • File
  • Edit
  • View
  • Insert
  • Arrange

Important navigation items

  • Storyboard Editor
  • Level Editor
  • Event Editor

Testing your game

  • Run Frame
  • Run Application

Graphic mode 256 to 16,000 color
Build Mode (exe, SWF, APK, Xcode, HTML5)

Setting up application size
Style properties

Runtime Options
Frame Rate
Play samples over frames
Sounds when not in focus
Edit default controller

Global values

Global Events

Company name


Frame properties

Changing play area size
Setting up scrolling
Change background color
Using transitions

Runtime Options
Number of objects
Particle test

Change the name of the level.


Object properties

Display Options
Visible at start
Save background
Transparency and effects
Object transitions

Size / Position
X,Y coordinates
Size: Width,Height

Selecting object type

Runtime Options
Follow the frame

Label your objects


Background properties, backdrops

Edit background
Import image

Display Options

Size and position
X,Y position
Height / Width
Manual resize

Runtime options
Obstacle type: Obstacle, platform, ladder
Collision box


Background properties, Quick Backdrops

Quick Backdrops
Type: Solid, Graident, Motif

Display Options

Size and position
X,Y position
Height / Width
Manual resize

Runtime options
Obstacle type: Obstacle, Platform,Ladder
Collision box

Section 3: Movement Types

Static Objects

  • Inserting new objects
  • Destroying an object
  • Moving static objects without a movement type
  • Obtain X,Y of static objects
  • Spread X coordinate at random range
  • Set object random position
  • Inserting static objects from library

Bouncing ball object

  • Setting up object as a bouncing ball
  • Testing position on of an object
  • Object bounce on collision
  • Object stop on collision
  • Object wrap upon leaving the play area
  • Set object's initial direction
  • Inserting multiple instances of the same object
  • How to random initial direction
  • Object collision with itself
  • Object collision with another object
  • Creating unique object ID of the same instance.
  • How to do multi-event conditions

Path objects
How to work with path objects.

  • How path objects work
  • Set an object as a path object
  • Setting up a path
  • Using reverse at the end
  • Making your object loop
  • Repositioning object at the end of path.
  • Setting up a pause
  • Using events with path objects
  • Using node names

8 Direction object movement

This this section we see the following items

  • Setting an object as 8 direction movement
  • Setting up object directions
  • Setting up object animations
  • Collision with invisible objects
  • Play animation on collision
  • Special conditions: repeat only once, only once action when event loops, repeat, restrict actions
  • Animation is over action

Race car movement

Let's setup a race car object

  • Selecting items from local library
  • Setting up object as race car
  • Setting up animation for race car movement
  • Preventing race car from leaving the play area
  • Testing our track

Platform Movement

Working with the platform object. In this section we will look at the following items:

  • Setting an object as a platform object
  • Initial the direction for an object
  • Locking backgrounds
  • Setting object collisions
  • Preventing objects from leaving the play area.
  • Restart frame if object leaves the play area on the bottom.
  • Creating a jump and glide action
  • Setting up object animations
  • Changing gravity during game play
  • Negating actions
  • Preventing glitches
Section 4: Using Physics Movements

8 Direction movement - Physics Engine -

Working with Clickteam Fusion's Physic Engine. In this lecture you will see the following items

  • Applying the physics engine to the play area
  • Setting your object as an physics 8 direction object
  • Using auto-rotation
  • Setting up object movement
  • Creating object collisions
  • Advanced collision settings
  • Testing your object

Axial object - Physics Engine -
In this video you will learn how to work with axial movement.

  • Inserting Physics Engine
  • Accessing graphics library
  • Asigning Axial movement to your object
  • Axial angle setup
  • Advanced options
  • Applying multiple intances of the same object.

Platform object - Physics Engine -

This movement is very similar to the non-physics platform movement.

  • Inserting Physics Engine
  • Applying physics platform movement to your object
  • Setting up platform movement
  • Object collisions with other objects
  • Preventing object from leaving the play area

Race car movement - Physics Engine -

  • Race car movement setup
  • Creating a tank movement using the race car movement
  • Defining costome keys
  • Asinging a shoot key
  • Adjusting physics engine

Spring Movement - Physics Engine -

  • Accessing objects from local library
  • Setting object animation
  • Setting object as a spring
  • Spring settings
  • Creating spring collisions

Static Movement - Physics Engine -

In this lecture we will learn how to do the following tasks:

  • Setting an object as "static movement"
  • Creating object collisions
  • Object create at start
  • On click event create object
  • Object "Always" follow the mouse
  • User taps the screen event
  • Object collision with itself
  • Playing a sound on collision
  • Generating a random number
  • Generating a random gem
  • Setting an object random X position
  • Pushing static objects
Section 5: Physics Objects

Fan Object - Physics Engine -
In this lecture we are going to lean how to use the fan object.

  • Inserting Fan
  • Creating object collisions
  • Setting up fan properties
  • Creating new static objects on mouse click
  • Using the timer to create new static objects.
  • Object collision with itself
  • Using the event editor to turn on/off the fan object

Joints Object - Physics Engine -

In this lecture we are going to learn how we can use physics joints.

  • Setting up stage to physics joints
  • Inserting physics joints
  • Applying physics joings to static objects
  • Applying physics force to jointed object

This is only one example out of hundreds of different things you can do using physics joints.


Magnet Object - Physics Engine -

  • Setting up stage to use magnet object
  • Inserting physics a magnet object
  • Applying movement to magnet object
  • Magnet object properties
  • Enable/disable magnet object using the event editor

Particle Object - Physics Engine -
In this lecture we are going to learn how to use particles.

  • Inserting physics a particle object
  • Applying movement to particle object
  • Particle object properties
  • Changing particle images

Rope Object - Physics Engine -
In this lecture we are going to learn how to use the rope object

  • Inserting physics a rope object
  • Rope object properties
  • Rope attached on bothsides
  • Rope collistion with objects
  • Changing the density of objects
  • Creating new physics objects on click
  • Creating physic object collision with itself
  • Breaking the rope by element

Treadmill Object - Physics Engine -

  • Inserting physics ground
  • Creating object collision with background
  • Creating object collisions
  • Inserting treadmill
  • Treadmill properties
  • Creating new physic objects using the timer
Section 6: Frequently used Items

Working with text
In this lecture you will learn the following items:

  • Inserting a new text string
  • Resizing text container
  • Changing text size
  • Text formating
  • Changing text color
  • Changing text properties
  • Adding new paragraphs
  • Displaying next paragraph
  • Using event editor to change text color
  • Applying movement to text
  • Applying collision effects to text
  • Making text invisible at start
  • Creating new strings from event editor.

Working with counters
In this lecture we are going to take a look at how counters work

  • Inserting a new counter
  • Adding to counter
  • Counter properties
  • Decrease value of counter on collistion
  • Changing animation based on counter.
  • Creating a healthbar

Score and lives
In this section we will learn how to use lives and scores

  • Adding to score
  • Displaying score
  • Displaying lives
  • Events based on number of lives

Creating a hidden objects game
In this section we are going to create our first game.

  • Setting up background image
  • Defining game objects
  • Placing objects
  • Creating qualifiers
  • Destroy object on click
  • Playing sounds on event
  • Adding points
  • Events based on animations

Interface objects
In this lecture we are going to learn how to work with interface objects

  • Inserting interface objects
  • On button click event
  • Setting global strings
  • Transferring data from frame to frame
Section 7: Graphics and Animation

Working with animation
In this section we are going to learn how work with animation.

  • Checking animations
  • Giving characters movement
  • Adjusting properties
  • Creating animations manually
  • Importing sprites
  • Working with sprites
  • Assigning default animations
  • Adding custom animations
  • Playing animations on button press
Section 8: Music and Sound

Working with sound and music

  • Mouse position test
  • Shooting objects
  • Limiting conditions
  • Play sounds on object collision
  • Play music start of level
  • Play and loop samples
Section 9: Exporting Games

Exporting to android part
In this section we are going to learn how to export to games and apps to android

  • Getting our game ready for mobile devices
  • Set game as an android game
  • Setting up android options
  • Package name setup
  • OUYA settings
  • Display mode setup
  • Pemitions setup

Exporting to android part 2

  • Downloading the Android SDK
  • Downloading the JAVA JDK
  • Configuring SDK manager
  • Updating SDK manager
  • Configuring Fusion SDK/JDK path
  • Exporting .APK

Uploading games to the Google Play Store
In this lecture we will learn how to upload game to the google play store
Setting up a new entry
Uploading .APK to the Google play store
Digitally Signing .APK
Exporting signed .APK
Preparing store for game release
Game project example


Exporting games to Flash
In this section we will export a game to Flash ( SWF)

  • Downloading JAVA JDK (32Bit)
  • Exporting to Flash
  • Testing your game

Exporting games HTML5
In this lecture we are going to export a game to HTML5

  • Set game as HTML5
  • Built-in Web server
  • Exporting game to HTML5

Exporting games iOS
In this lecture we are going to export a game to iOS

  • Setting up game as iOS ( xcode final project )
  • Setting up package name
  • Game setup
  • Using virtual box to emulate Mac iOS
  • Openning project on Xcode
  • Building API
  • Creating a new entry at the iTunes connect apple store
  • Summiting new game to apple store
Section 10: Building a game

Let's create Flappy Bird Clone
In this section we are going to create a Flappy Bird clone

  • Flappy Bird clone test
  • Reposition objects on collision
  • Infinite scrolling setup
  • Setting up random timing
  • Random Y positioning
  • Setting up object collisions
  • Stopping the game on collision
  • Swapping objects on collision

Let's create Flappy Bird Clone

  • Inserting platform movement object
  • Setting up platform object
  • Creating new pipes
  • Setting up game over
  • Adding a counter
  • Creating a best score

Let's create Doodle Jump Clone
In this section we are going to create a doodle jump clone

  • Inserting a background
  • Inserting active object
  • Creating infinite scrolling
  • Creating platforms
  • Adding platform object
  • Platform movement settings
  • Moving the doodle
  • Making the doodle jump
  • Setting up a game over
  • Creating random ramps
  • Creating scroll acceleration

Good Luck!

Section 11: Bonus material and supplementary content
  • Create Copyright
  • Add a help file
  • Enter about info
  • Edit window menus

Menu editing only works for Windows games.


Add a sound every time your character jumps
Add a sound when the character hits the ground

Creating Mud Effect - Xparck-moto

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Instructor Biography

Ron Gonzalez, College Instructor / Developer

Hi! I’m Ron. I have a degree in Education, I also have extensive training in Graphic Arts and I'm a geek, for some reason seems to be a good thing.

I seem to be living two lives, in one life I am Ron Gonzalez, part-time college instructor. I teach Graphic Arts and Web Development, have a family with 2 kids and a beautiful wife, I pay my taxes and I help out older ladies to cross the road.

The other life is as an indie game developer, where I go by the Alias Sparckman, underground-cyber bot super hero with one objective and that is to free indie game developers from code by using new generation tools to build quicker, faster and better apps and games.

I have worked for a few third party game developing companies, Ubisoft and EA, Meagtrap Studios and others. I have done extensive work on GUI development, 3D modeling, character rigging, UV texture Mapping, Conceptual Art, Story-boarding and graphics and stuff like that.

In my spare time I develop tutorials and examples to help people like you to become what you always wanted to be, an Indie Game Developer.

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