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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: 842

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: 886

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: 906

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: 942

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: 1119

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: January 17th, 2016]

Total Views: 2437

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: April 25rd, 2015]

Total Views: 2813

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: September 2nd, 2014]

Total Views: 3034

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: 3064

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: April 18th, 2015]

Total Views: 5046

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: July 21st, 2014]

Total Views: 7030

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: 8277

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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