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Choose from many beginnerintermediateadvanceddocumentedeasy Multimedia Fusion 2 and Clickteam Fusion tutorials below!

These tutorials are developed to be viewed on a desktop or laptop computer. Devices with smaller resolutions, such as mobile phones or tablets, may not display some not essential content to ensure the rest of the tutorial appears properly. For these smaller devices, you can choose "Request Desktop Version" located within the device's mobile browser to enjoy the complete tutorial.

[Last Updated: May 29th, 2016]

Total Views: 910

Choosing the Storage Format - Components of a Level Editor

A level editor, at its most fundamental level, can be viewed as the integration of three engine mechanics: creating a level, saving a created level, and loading a saved level. This tutorial series is broken down into three sections with each section describing one of the engine mechanics listed above. Each section will describe the concept, goal, and several ways of achieving the section's mechanic in Multimedia Fusion 2 and Clickteam Fusion.

This section is the fifth of eight in the "Components of a Level Editor" tutorial series.

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[Last Updated: March 20th, 2016]

Total Views: 950

Moving the Level Objects - Components of a Level Editor

A level editor, at its most fundamental level, can be viewed as the integration of three engine mechanics: creating a level, saving a created level, and loading a saved level. This tutorial series is broken down into three sections with each section describing one of the engine mechanics listed above. Each section will describe the concept, goal, and several ways of achieving the section's mechanic in Multimedia Fusion 2 and Clickteam Fusion.

This section is the second of eight in the "Components of a Level Editor" tutorial series.

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[Last Updated: May 29th, 2016]

Total Views: 989

Choosing the Variables to Save - Components of a Level Editor

A level editor, at its most fundamental level, can be viewed as the integration of three engine mechanics: creating a level, saving a created level, and loading a saved level. This tutorial series is broken down into three sections with each section describing one of the engine mechanics listed above. Each section will describe the concept, goal, and several ways of achieving the section's mechanic in Multimedia Fusion 2 and Clickteam Fusion.

This section is the fourth of eight in the "Components of a Level Editor" tutorial series.

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[Last Updated: March 20th, 2016]

Total Views: 992

Changing Level Object Variables - Components of a Level Editor

A level editor, at its most fundamental level, can be viewed as the integration of three engine mechanics: creating a level, saving a created level, and loading a saved level. This tutorial series is broken down into three sections with each section describing one of the engine mechanics listed above. Each section will describe the concept, goal, and several ways of achieving the section's mechanic in Multimedia Fusion 2 and Clickteam Fusion.

This section is the third of eight in the "Components of a Level Editor" tutorial series.

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[Last Updated: March 20th, 2016]

Total Views: 1183

Creating the Level Objects - Components of a Level Editor

A level editor, at its most fundamental level, can be viewed as the integration of three engine mechanics: creating a level, saving a created level, and loading a saved level. This tutorial series is broken down into three sections with each section describing one of the engine mechanics listed above. Each section will describe the concept, goal, and several ways of achieving the section's mechanic in Multimedia Fusion 2 and Clickteam Fusion.

This section is the first of eight in the "Components of a Level Editor" tutorial series.

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[Last Updated: July 6th, 2015]

Total Views: 1732

Triggers and Routines - Good Practices for Multimedia Fusion 2 and Clickteam Fusion Development
Screenshot for Triggers and Routines - Good Practices for Multimedia Fusion 2 and Clickteam Fusion Development

There are many good skills, techniques, and processes to know when developing software in Multimedia Fusion 2 and Clickteam Fusion, such as group manipulation. This guide offers some insight describe, and explains a few of these methods.

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[Last Updated: January 17th, 2016]

Total Views: 1983

The Fundamentals of the List Object
Screenshot for The Fundamentals of the List Object

Multimedia Fusion and Clickteam Fusion provides all sorts of tools for data storage. Previously, we've already partially discussed arrays and INIs in the Basics of Saving Data in Multimedia Fusion and Clickteam Fusion tutorial. This covers another data storage extension; the List Object. This tutorial covers the concept, purposes, basic capabilities, and example uses of the List Object.

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[Last Updated: February 2nd, 2016]

Total Views: 2385

Dealing with Dimensions in Multimedia Fusion 2 and Clickteam Fusion

You may have seen the various dimension properties in Multimedia Fusion 2 or Clickteam Fusion such as Frame Width, Virtual Width, and Window Width. If you are new to the software, you may not know what each of these properties are and what effects results from manipulating them. This tutorial explains gives an introduction for each property, describes what each property affects, and covers special notes about each property.

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[Last Updated: January 17th, 2016]

Total Views: 2536

Creating Level Selection Screens in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Creating Level Selection Screens in Multimedia Fusion 2 and Clickteam Fusion

Throughout your various games, you may lock some levels and force the player to unlock these levels via gameplay. Due to lack of a better term, I'll call this a "level selection" mechanic. Basically,some subset of levels are initially locked with a handful initially accessible to the player. As the player progresses through the game, various levels are unlocked in response to certain game achievements. This tutorial will introduce the required fundamentals to execute this mechanic and explain how to easily implement these fundamentals.

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[Last Updated: November 16th, 2014]

Total Views: 2668

An Introduction to Extensions in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for An Introduction to Extensions in Multimedia Fusion 2 and Clickteam Fusion

Extensions are a crucial component of Multimedia Fusion 2 and Clickteam Fusion applications. This guide gives an introduction into the concept of extensions, extension usage, and extension development within Multimedia Fusion 2 and Clickteam Fusion.

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[Last Updated: July 11th, 2015]

Total Views: 2780

An Introduction to Qualifiers in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for An Introduction to Qualifiers in Multimedia Fusion 2 and Clickteam Fusion

Qualifiers are an invaluable tool in Multimedia Fusion 2 and Clickteam Fusion. Qualifiers allow you to abstract objects in Multimedia Fusion 2 and Clickteam Fusion. In others words, you can refer to set of similar yet different objects with one object. This tutorial gives an introduction into the purpose, usage, and limitations of qualifiers in Multimedia Fusion 2 and Clickteam Fusion.

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[Last Updated: April 4th, 2015]

Total Views: 2804

Creating Custom Random Pools in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Creating Custom Random Pools in Multimedia Fusion 2 and Clickteam Fusion

In programming, a random pool is analogous to pulling marbles from a bag. Every grab reduces the remaining marbles by 1, until no marbles are left in the bag. This same concept is applied within Multimedia Fusion 2 and Clickteam Fusion in the form of groups. This tutorial guides you how implement a completely custom cross-platform random pool mechanic in Multimedia Fusion 2 and Clickteam Fusion.

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[Last Updated: April 25rd, 2015]

Total Views: 2885

Circular GUI Bars in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Circular GUI Bars in Multimedia Fusion 2 and Clickteam Fusion

When making games/applications, it's always good to do something different from the "standard", whether it is a revolutionary core game mechanic or a simple GUI change. Everyone has seen the monotonous "left-to-right/right-to-left" GUI Bar (take the Pokemon Series for example). When you can implement anything outside of the norm, do it! This tutorial covers one method implementing a circular GUI bar for use in game or application development.

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[Last Updated: March 20th, 2014]

Total Views: 2959

Installing Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Installing Multimedia Fusion 2 and Clickteam Fusion

This tutorial will guide you on how to install TGF2, MMF2, and Clickteam Fusion, going through all of the necessary steps and explaining each one.

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[Last Updated: September 2nd, 2014]

Total Views: 3121

Detecting Closest Neighbors in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Detecting Closest Neighbors in Multimedia Fusion 2 and Clickteam Fusion

Many game mechanics require the detection of the closest neighbor. In Multimedia Fusion 2 and Clickteam Fusion, there are several ways to detect the closest neighbor; some better than others. This tutorial and accompanying example files provide an insight to some methods in detecting an object's closest neighbor in Multimedia Fusion 2 and Clickteam Fusion.

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[Last Updated: June 23rd, 2015]

Total Views: 3183

Object Scoping and Object Selection within Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Object Scoping and Object Selection within Multimedia Fusion 2 and Clickteam Fusion

As you develop bigger and more complex projects, you will need to apply actions to individual instances of objects. The process of filtering out objects is called object scoping or object selection within Multimedia Fusion 2 and Clickteam Fusion. This guide explains the various fundamentals of object selection in Multimedia Fusion 2 and Clickteam Fusion through example dissection.

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[Last Updated: January 17th, 2016]

Total Views: 3459

All About Variables in Multimedia Fusion 2 and Clickteam Fusion

All programming languages have different types of variables, such as CHARs, INTs, and STRINGs. Multimedia Fusion 2 and Clickteam Fusion provides access and manipulation to three basic variable types; Bits (called flags), Strings, and Integers. This tutorial explains these types and noteworthy properties of each type.

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[Last Updated: January 17th, 2016]

Total Views: 3505

Creating a Custom Wrap Around Effect in Multimedia Fusion 2 and Clickteam Fusion

There may come a time where you will need an object to wrap around. This tutorial will teach you how to create such an effect by explaining the core mechanics behind the system and providing example files.

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[Last Updated: December 9th, 2013]

Total Views: 3802

How to Pause a Multimedia Fusion 2 and Clickteam Fusion by Clicking an Icon

Using groups when programming in MMF2 not only offers a layer of organization for the coder, but allows the deactivation/reactivation of segments of code which can be used for various game mechanics. This tutorial will cover how to use groups to pause/resume a game/app, point out instances where this method does not pause/resume all objects, and offer a simple way work around.

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[Last Updated: August 15th, 2014]

Total Views: 3958

Auto Tiling in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Auto Tiling in Multimedia Fusion 2 and Clickteam Fusion

Many games contain level editors which allow a player to create unique new levels for their respective games. Some level editors require the user to manually place each object. Others will automatically generate the correct objects after a player places one tile. This tutorial will cover the main aspects of creating such a system; where the user places one tile and the application will auto-generate the correct "tiles."

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[Last Updated: June 23rd, 2014]

Total Views: 4018

How to Implement Automatic Updates for Multimedia Fusion 2 and Clickteam Fusion Applications
Screenshot for How to Implement Automatic Updates for Multimedia Fusion 2 and Clickteam Fusion Applications

When making software, programmers generally need to release the product multiple times. Sometimes these releases are fixes critical bugs, add new features, or do a combination thereof. One of the hardest things to do is to get the end-user to update software manually. So... let the software update itself! This tutorial will teach you the underlying principles behind adding an auto-update system to a windows application, address various ways to achieve the feature, and various improvements that can be made after completion of this tutorial.

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[Last Updated: July 3rd, 2014]

Total Views: 4089

How to Implement Block Scrolling in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for How to Implement Block Scrolling in Multimedia Fusion 2 and Clickteam Fusion

In top-down perspective and platformers, scrolling is an important mechanic. You may always want to focus the camera on the player or you may want to focus the camera on specific sub-regions within the game. This tutorial explains the concept and implementation of this secondary camera type.

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[Last Updated: April 18th, 2015]

Total Views: 5189

How to Create a Drag n' Drop Inventory System in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for How to Create a Drag n' Drop Inventory System in Multimedia Fusion 2 and Clickteam Fusion

Some games, such as the FATE series, allow the player to pick up various equipment and items. This tutorial will guide you how to properly create such an inventory system and explain its various mechanics/components.

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[Last Updated: January 13th, 2015]

Total Views: 5654

Everything About Clickteam Fusion Skins
Screenshot for Everything About Clickteam Fusion Skins

One of the new features of Clickteam Fusion is the ability to customize its appearance. This tutorial act as a reference for all the major aspects over skinning in Clickteam Fusion including

- Event Editor skin elements
- Event List Editor skin elements
- Storyboard Editor skin elements
- Object Box skin elements
- Info.ini properties & values
- How to change the actual skin

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[Last Updated: April 20th, 2015]

Total Views: 6218

The Expression Editor in Multimedia Fusion 2 and Clickteam Fusion
Screenshot for The Expression Editor in Multimedia Fusion 2 and Clickteam Fusion

A good carpenter knows how to use his tools correctly... A great carpenter knows how his tools work and how to make the best of them. The expression editor within Multimedia Fusion 2 and Clickteam Fusion is a critical component of the program. It is a necessity almost every application! Some time or another you will dig around and need to find out what all the expression has to offer. This document explains various commonly used functions and functions under the "Special Object", states what type of data the function returns, and how to use properly use the function.

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[Last Updated: September 10th, 2013]

Total Views: 6393

Immediate Conditions in Multimedia Fusion 2 and Clickteam Fusion

Ah Fastloops. These beautiful loops allow you to process things faster than the MMF2 frames per second. While it may not seem like much, these and conditions like fastloops are an integral part to MMF2 and their concepts should be mastered by all.

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[Last Updated: July 21st, 2014]

Total Views: 7278

Clickteam Fusion Physics Reference Guide
Screenshot for Clickteam Fusion Physics Reference Guide

Clickteam Fusion, the successor to MMF2, has a built-in physics engine based on the Box2D engine. This new engine is slightly overwhelming to new users of Box2D so a reference guide has been created to help users with the physics engine in Clickteam Fusion.

This tutorial serves as a reference guide for the physics engine in Clickteam Fusion.

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[Last Updated: May 8th, 2015]

Total Views: 8469

Quick Tips for Multimedia Fusion 2 and Clickteam Fusion
Screenshot for Quick Tips for Multimedia Fusion 2 and Clickteam Fusion

A general cheat sheet for Clickteam Fusion and MMF2. Located on this page are formulas and quick examples of common or important elements in TGF2, MMF2, and Clickteam Fusion.

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[Last Updated: May 8th, 2015]

Total Views: 10862

The Basics of Saving Data in Multimedia Fusion 2 and Clickteam Fusion

At some point in all but the smallest applications and games, you will want to save data. Multimedia Fusion 2 offers a wide variety of options to save data. This tutorial will explain two fundamental ways of saving within MMF2 (the Array and INI objects), discuss the proper usages of each, and evaluate the advantages and disadvantages of each.

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