#clickteam fusion platformer
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k98archiver4ever · 16 days ago
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Mion and Rika is a upcoming platformer for Clickteam Fusion!
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nintendo-switch-2 · 16 days ago
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some more i have saved!! i love game dev yippee
engines:
godot: a well made 2D/3D game engine with it's own custom coding language similar in syntax to python. free. (example games: cassette beasts, until then, brotato, sonic colours ultimate apparently???)
rpg maker: a series of engines for making top-down rpg games. comparison post on all versions here. paid, but most of them have free trials and you'll sometimes be able to get specific ones for free on steam. (example games: yume nikki, in stars and time, oneshot, pokemon uranium)
gb studio: engine that lets you make gameboy/gbc games, with little to no coding involved. can either be run as a regular downloadable pc game, or run on a gameboy emulator or real gameboy hardware (via a flashcart or rom file). free. (list of example games on itch.io here)
clickteam: company behind several game engines, most notably clickteam fusion and multimedia fusion. haven't used these ones myself much so i don't have a lot to say about them, but i've heard good things. has several frameworks for sonic games, if you wanna make a sonic fangame or something similar. paid (example games: several FNAF games, baba is you, i wanna be the guy, freedom planet)
bitsy: a tool for making simple top-down browser games with no coding. has lots of forks and upgraded versions that let you add things like full pallets and music. free. (example game list here)
pico-8: a fantasy console that allows you to make and play games directly within it using lua. paid (example game list here)
other tools (mostly graphics related):
aesprite: pixel art program, widely used in the pixel art and game dev communities. paid, but has a free fork in the form of libresprite, and the original program is free if you compile it yourself.
tiled: map editor for everything from 2D platformers to rpgs. free.
blockbench: low poly 3d modelling program, most widely used for minecraft modding. free, and has both downloadable and html versions
blender: you know her
famistudio: program for making music for the NES, and allows for exporting to various formats for non-NES games. free
lets make a videogame how hard can it be
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flaterra · 2 years ago
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blazehedgehog · 3 years ago
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Best PlatformMovement/Platform Ball game? (Finished or Demo)
It's been so long that I cannot reasonably answer this question. My memory is very selective and poor! And in the modern context I can't think of any Clickteam Fusion games that still use the built-in stuff.
...though, wait, wasn't there that one? Gosh, what was it. It was some old Games Factory project, where the guy had been working on it for like ten years. This massive sprawling thing that slowly grew up as he did. He made a Youtube documentary about it, even. I think that was notably a Platform Movement game, wasn't it? Gosh, what was it called. I had it installed on my previous system...
Ah, yes, Tobias and the Dark Scepters, released in 2014 after 13 years in development.
vimeo
Ironically, the version of this post I put in to the queue days ago just ended at "I can't remember what it's called" and then I just so happened to stumble on the installer I still have stashed in a folder somewhere.
Unfortunately, as the video outlines, he stopped using the basic platformer movement and wrote his own physics.
Though, really, if the game is really good, would you even be able to tell it was a Platform Movement game? And I doubt it would be advertised as such. Maybe I've played some and I don't even know it. But I definitely can't think of any others off the top of my head.
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fischmell · 6 years ago
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MONGREL KICKSTARTER LAUNCHED!
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LINK: https://www.kickstarter.com/projects/1397892087/mongrel-1?ref=project_link
There’s a demo in the kickstarter too for those who want to take the project for a spin! It’s been a long journey for us and we’re thankful for all you fans who’s been following us for all this time. Through the years we’ve seen lots of imrpovement in our work. 
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We’ve always had a clear vision for the project and we finally feel like we’re capturing that vision. The reason why we launched a kickstarter is mainly to get some funding for a potential switch port, which would be a dream come true! 
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diablohead · 3 years ago
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Jelly Bun - Gameboy (2022) A project to learn GBStudio
I had heard about Gameboy Studio for a year at this point and had always wanted to try it out, around the end of 2021 GBStudio version 3.0 was released with some big changes so I felt it was the right time to take a break from my regular work and give myself a few weeks over winter to try it out.
Jelly Bun was my first little completed project!
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I chose to use the platformer base inside GBStudio for my first attempt, it's a gameplay type i've had a lot of experiance with over my time as an indie developer so it felt right at home.
The first thing that stuck out to me was how EASY it was to get up to speed with making something playable! and it runs on a gameboy? that's awesome! once I had learned about changing the player sprite and adjusting some of the default values for gravity and movement speeds it felt like the game was already half complete.
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GBStudio has event based coding, you drag and drop commands and it'll run them in order until it reaches the end and then repeats, while I am used to this approach from making fangames and my own platformer in software like Clickteam Fusion the gameboy has it's own challenges with limtied cpu power and many performance drops doing simple tasks, half the skill in building a GBStudio game is making things work while the other half is keeping performance under tight check.
It was a fun project and opened the floodgates to making more cool things with the software, it even found me paid work :)
Jelly Bun is free on itch.io to play either in your browser or downloaded to run on real hardware with a flash cart.
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glownightgames · 4 years ago
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Recommend the Most Popular Mobile Game Engines in 2021
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Game engine software is a suite of tools that allows developers to access every part of a project. Game engine software can be used by individuals or a team together. Each game engine runs on a variety of languages like Python, C++. In most game engines you don’t need coding knowledge but having excellent skills will help to increase the software functionality.
Game engines like Unity have visual editors that allow Hire Unity game developers for view modification to a project in real-time. Some programs let users manually place background, characters, and icons directly on the screen.
For beginners, game engines feature a drag-and-drop logic creation tool. It is used to create events and behavior for characters and enemies. You will also find many game engines that support the creation of AR and VR games. VR takes the players into a digital world, while AR integrates game graphics with a real-world setting.
Game engines also allow monetization of games through in-app purchases and help you bring your ideas to life. Of course, the scope of your project will determine the ideal solution for you, here is the best game engine software all game app developers will find essential.
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1. Unity
In today’s emerging gaming industry, Unity is one of the most popular game development engines. The major benefit is a cross-platform game engine to boot with an ample collection of tutorials to help beginners get started. Plus, Unity is the best game engine for mobile game development.
2. Unreal Engine
The Unreal game engine came to light when a first-person shooter was published in 1998 developed by Epic Games. In 2005 Unreal Engine made open source software and you can download it on GitHub for free. It supports Linux, PlayStation, Xbox, iOS, and Windows, etc.
3. Solar2D
It is a 2D game development engine introduced in 2009. Game app developers used to develop 2D games for Android, iOS, and desktop as a free open source platform. Solar2D can build integrate your project with Android studio to add native features. It supports Android, iOS, and Windows.
4. SpriteKit
If you are a fan of iPhone game apps then Spritekit is one of the best options for developing Apple-based games. Apple launches it in 2013.
It supports iOS, macOS, tvOS and watchOS and integrates well with GameplayKit, SceneKit, and Swift.
It helps in creating virtually fascinating apps with necessary resources like physics, lightning animation with a hassle-free process
5. Marmalade SDK
Originally called Ideaworks3D Limited is a cross-platform engine that supports different devices such as Windows, iOS, and Android. It has a game asset that can be exported to other 3D modeling and animation tools like Autodesk and supports 2D game development.
6. GameMaker
It is one of the most used game engines because of no requirement of programming or coding knowledge. All you have to do is “point and click” to create games much easier and faster than coding with native languages.
Whereas like many other game engines, it is not free to use the software. It requires you to buy either the professional or Master collection versions.
7. Godot
It is one of the popular game engines that allows making both 2D and 3D game engines. It has a vast set of common tools so that game app developers can focus on making game apps without reinventing the wheel.
Godot is a free-to-use open-source with an MIT license. The good news is no royalties, no subscription fees, and no hidden strings. The game apps you develop through the Godot engine are yours.
Also, it has a community that regularly fix bugs and develop additional features. Its active community can answer even your most specific Godot-related questions.
You can find a strong Godot community on the internet HUBS, including Reddit forums, Facebook groups, steam community, the Godot forums, and more.
8. Clickteam Fusion
It is one of the most fun game engines supported by the creative team. The Fusion engine is full of graphical assets already made and used by many in the game industry. Fusion has an integrated physics engine and a great community, to boot. You can use it for all the platforms like Android, iOS, and Windows including Steam.
9. Cocos 2d-x
As the name sounds unique, it claims to be the world’s top Open-Source Game Development Platform’. Well, are they?
Of course, it is difficult to give a definitive answer if you aren’t exactly familiar with game design, or if your personal preferences favor something more in line with Godot or Unity 3D.
It is free to use an open-source with an MIT license. It provides you very prominent features with cross-platform and a simple way to be successful in the world of game development. Although it uses C++ at a time, it can be versatile and also use Java.
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Summary:
Above are the most popular game engines and a quick snapshot of what the mobile game development community offers, but all these game engines also represent a wide range of use cases and should help you determine what tools you need for your next project. If you don’t have time for multi-tasking, Glownight Games Studio is the best Mobile Game Development Company in the industry to help you out with your important game app projects develop on time.
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zombunnys · 6 years ago
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HOW TO TURN A HOMOPHOBE INTO A GAY RIGHTS ADVOCATE IN FIVE EASY STEPS: A Guide
Step 1: make them play five ngiths at fr
feydys  Five ngihts DescriptionFive Nights at Freddy's is a point-and-click survival horror video game developed and published by Scott Cawthon. It is the first installment in the Five Nights at Freddy's series. WikipediaInitial release date: August 8, 2014Developer: Scott CawthonDesigner: Scott CawthonEngine: Clickteam Fusion 2.5Theme: HorrorPlatforms: Android, iOS, Microsoft Windows, Windows PhonePeople also search for
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bltngames · 5 years ago
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SAGE 2020: Fan Games
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I’d hoped to have this article out a little bit sooner, but I overestimated how long it would take to write about some of these games. Whoops! Like I said when I outlined the posting “schedule” on the first day, we’re playing it fast and loose, so this is just what you get.
Today is the day I talk about fan games! And even though SAGE has “Sonic” right there in the acronym, it’s always hosted fan games from all types, so today we’ve got Mega Man, Mario, Rayman, and even fan games of fan games, if you can believe it.
Sonic Pinball Panic!
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Pinball is one of those things where I’ve always been obsessed with it, but never very good at it. And now, with access to digital pinball collections like Pinball Arcade and Pinball FX, I don’t actually find myself playing as much pinball as I thought I would when I was 14 years old. Still, I find myself fascinated by a good pinball table, and this honestly caught me off guard. This could very easily be an official DLC release for one of those aforementioned pinball collections and I wouldn’t even bat an eyelash (in fact, if you ask me, this is better than Pinball FX, which has always had weird ball physics). This looks, sounds, and functions exactly like a real pinball table should. My complaints are minor: for starters, the table feels kind of easy. I’ve never been a pinball wizard, but I was losing balls left and right here and it still took a good 15 minutes before I finally got a game over. Score accumulation is also pretty slow; most pinball tables will dump millions and millions of points on you, but here, it felt like a struggle just to reach the 379k I finished with. Both contribute to the fact that the table feels a little flat, like it’s missing a spark to really put it over the top. And, third, it would be nice if it had controller support. The keyboard works just fine, here (it’s just pinball, after all) but I find that the triggers on a controller feel really good with pinball flippers, and mapping the plunger to the right stick is great, too. This is a Unity game, so I wouldn’t think it’d be that hard to hook it up to the controller mapper. Still, I came away impressed.
Mega Man: Perfect Blue
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There are two things out there that always give me pause: fan-made Doom level packs, and Mega Man fan games. Fan made gaming content generally has problems when it comes to difficulty balancing anyway, but these games have earned a certain reputation for their difficulty, which creates a problem when you have content made by fans, for fans. This insularity means these things are usually way too hard for what I would consider “normal” people (read: casual fans and outsiders). Add on to the fact that I’d even say that there are official Mega Man games with bad difficulty balancing, and you have a recipe for frustration. Sadly, this is how I’d characterize Perfect Blue: though this introductory level isn’t impossibly hard, it’s definitely pushing that edge where it’s not very accommodating to someone who hasn’t played and finished every Classic Mega Man game ever made. It almost immediately throws you into scenarios where you have jumps you can barely reach, insta-kill spikes, and enemies that not only actively dodge your shots, but invincible enemies that launch counter attack homing missiles. And then it starts making you juggle all of this stuff, together, at the same time. None of this is insurmountable as long as you’re paying attention, but as a very casual Mega Man fan, it’s an unfriendly first impression and makes me worried about what the rest of the game is going to be like as the challenge naturally ramps up. For those hardcore Mega Man fans among you, the rest of this is solid, at least. The presentation and controls are excellent, and the new sprites are beautiful. It’s a game I’d love to enjoy when it’s done… but I’m assuming I’ll be left out in the cold. A shame, really, because there’s so much promise here.
Sonic and the Mayhem Master
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There’s a lot to like about this game, but there’s a part of me that really wonders if this should even be considered a Sonic fan game. Mayhem Master’s depictions of Sonic and Amy Rose are atypical to put it mildly. Here, Sonic seems to be a bookish nerd of sorts, a sidekick to Amy Rose, who has been turned into a burnt out, cigar-smoking detective. Most of the game plays out as half an adventure game, half an RPG, where you roam around the world talking to NPCs and gather clues while being assaulted by random battles. The battle system is super off-the-wall, too, perhaps taking inspirations from games like Mario & Luigi and Undertale. This means that battles aren’t passive -- you spend most of each fight dodging or nullifying incoming attacks with simplistic action-based commands. It’s weird, and different, and occasionally even a little bit overwhelming. That’s kind of the whole game, really. It’s the sort of thing that really doesn’t feel like a Sonic game at all, but it also doesn’t feel bad. The artwork is very charming, I’m interested in seeing the characters develop, and there’s plenty of worldbuilding and mystery. Would this still be as intriguing if you removed the Sonic connection, even if it’s so threadbare? That’s a hard question to answer. I know that some of my interest in this game is seeing how it spins more familiar Sonic elements into something that’s completely different. Worth checking out, for curiosity’s sake if nothing else.
Sonic and the Dreamcatcher
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This is a fairly brilliant little game with two unfortunate quirks. If you didn’t know, the special stages in the original Sonic the Hedgehog were inspired by an arcade game of the era called Cameltry, published by Taito in 1989. Now, Sonic’s special stages were different enough from Cameltry that it wasn’t a case of Sega outright stealing the gameplay, but there’s a clear lineage there, and it only becomes clearer when you compare the special stages in Sonic 4 Episode 1 to Cameltry (spoilers: in that game, they’re nearly identical). Dreamcatcher is also from this lineage, but is infinitely more charming than either Sonic 4 and maybe even Cameltry itself. The idea is that you must collect a specific number of blue spheres in order to reveal the Chaos Emerald, after which you have a limited amount of time to find and collect it. It’s very simple, but the presentation really sells the game’s charm. It’s just a game that looks good and sounds good, with an interesting premise executed very well. Also, you get a dedicated “& Knuckles” button to spawn infinite Knuckles to help you collect blue spheres and bash enemies. Being able to have unlimited numbers of these guys sounds like it would break the game, but once that countdown clock begins, the last thing you need is 20+ echidnas clogging up the route back to the emerald. The first quirk this game suffers from is that there’s only two levels. Parts of this have a very “game jam made in a weekend” vibe to it despite the rock-solid music, sound, and gameplay, and only having two levels contributes to that. Hopefully more are coming in the future. The other quirk? You can’t actually download this game -- it’s embedded in a webpage. I’m sure this is to make it easy to play on any platform with a web browser (phones, PCs, etc.) but I find myself greatly desiring a hard copy of this game that can live on my computer forever.
Sonic Galactic
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Now here’s just a good old fashioned Sonic fan game. Though it clearly takes inspiration from Sonic Mania’s aesthetics in some places, it’s clearly doing its own thing, featuring not just the core cast of Sonic, Tails, and Knuckles, but also Fang the Sniper, and even a brand new character named Tunnel the Mole. Unlike a lot of Sonic fan games at SAGE, this appears to be using something besides Clickteam Fusion, Game Maker, or Unity. Here, it’s the “Hatch Game Engine,” whatever that is. Whatever the case may be, the game runs very well and is basically indistinguishable from just playing Sonic Mania. Visuals are sharp, music’s good, the two included boss fights are surprisingly fun to fight -- everything seems to be in order. As a result, there’s not really a lot to say. This is just a good, fun game. Anything else I’d say would come off sounding like nitpicks. For example, there’s no way to set graphics options yet, so the game is stuck in 2x Windowed mode. Fang and Tunnel are cute additions, but I wonder how much utility they have as characters. Unless I missed something, Fang’s pop gun is mainly for a weak double-jump ability, and Tunnel’s ability to dig and ricochet off floors, walls and ceilings is cool, but it doesn’t have quite the universal utility of Tails’ flight or Knuckles climbing and gliding. It’ll be interesting to see how or maybe even if their abilities have a chance to grow into something special. Anyway, like I said, those are nitpicks, so try to give this a shot if you can.
Sonic Robo-Blast!
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Remasters seem to be a bit of a theme this SAGE, between Sonic Triple Trouble 16-bit, Sonic 2 SMS, Sonic 1 Revisited, but this is perhaps the most surprising of them all: a loving remaster of the original Sonic Robo-Blast. SRB1 was perhaps one of the first true “landmark” fan games, given that it was basically a whole entire game that people could play. It's not a stretch to say that SRB1 probably helped kickstart the fan gaming community that still survives to this day -- I certainly owe my involvement in the community to seeing SRB1 for the first time. The problem is, as historically significant as the game might be, it’s nearly impossible to go back to nowadays -- it’s much, much too dated to be any fun. This remaster completely re-envisions SRB1 as a regular Sonic game, while also pulling in gameplay elements from Sonic Robo-Blast 2. It’s a bit of a time paradox mindwarp, but it helps give it a bit more personality than just making a bog-standard 2D Sonic. It works, aided by the fact the sprites, music and overall presentation are fantastic. The only downside is the Act 2 boss, which commits the cardinal sin of taking away player agency and making you wait around far too much. Here’s hoping this gets finished, because it’s definitely on my radar now.
Super Mario Flashback
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This has been floating around for a few years now and I’m glad to see it’s finally starting to get some more substantial content as it moves towards becoming an actual game. That being said, this is also one of those games that’s kind of hard to talk about because it’s just… really polished. The art is incredible, it controls exactly like a Mario game, and there’s already a decent mixture of ideas at play in the demo. Anything else I’d say would sound like nitpicking -- like, for example, the backseat game designer in me wonders if maybe the game is prioritizing aesthetics a little too much. This is a wonderfully animated game, absolutely gorgeous, but some actions, like the butt-stomp and the wall kick, feel a bit sluggish, and I think it’s because they show off fancy animations. Even if it’s a split second, waiting for Mario to attach to a wall to kick off of it feels slow. Really, though, that’s an insignificant complaint. This demo is still well worth checking out.
Sonic Advance 4 Advanced
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This game seems like a greatest-hits of Dimps best ideas, spanning the first Sonic Advance all the way to Sonic Rush. There’s just one problem: the game seems broken. Now, my desktop PC is starting to show its age. I built it four and a half years ago, and though it can handle game like Gears of War 5 on high settings at 60fps, slowly, newer games seem to be leaving it behind. That being said, I don’t think a game like Sonic Advance 4 here should be running at what appears to be half its intended speed. It also originally launched in a teeny-tiny window (we’re talking, like, smaller than a postage stamp) and even though the options menu has a toggle for full screen mode, it doesn’t want to work. Something about this game under the hood seems to be struggling very, very, VERY hard. It’s a shame, because if this actually played at the proper speed, it seems like it might actually be an alright game, if a bit complex and busy.
Sonic 2 SMS Remake
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Here’s a game I was all buckled in expecting to enjoy. Like it says on the tin, this is a remake of Sonic 2 for the Master System (and Game Gear), but with wide screen visuals and huge expansions to the mechanics, roster of playable characters, and levels. On the outside it seems really impressive, and to a certain degree it is, but something about the controls feel a little off. Sonic’s heavier here than he is on the Master System, perhaps to simulate “real” Sonic physics a little more accurately, but you can also pretty much stop on a dime, and the combination of the two feels awkward. The camera also needs a lot of work, as it’s basic at best and does a poor job of letting you see what’s below (to the dev if you’re reading this: there’s actually video tutorials out there on how 2D scrolling cameras work, it might be worth looking a couple of them up). It also leans into some of the tech limitations of the Master System, like how you aren’t given any rings for boss fights (and even hiding the HUD, a move done to save on resources for the large enemy sprites). I could be picky on a bunch of other little stuff, too, like how the flight mechanics feel, but there are other games to play at SAGE and I’ve got at least two more articles to write. Needless to say, this is a solid (impressive, even) foundation but it’s missing a lot of late-stage polish to clean up the tiny little rough edges.
Rayman Redemption
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I tell this story every so often, but it was about three quarters of the way through Rayman 2 on the Sega Dreamcast when it struck me, suddenly: I love this game. I was being chased by a pirate ship through some rickety bridges and even though I was dying over and over and over again, I realized I had been enjoying Rayman 2 enough that I might put it in my top ten Dreamcast games. But that was 2002, and the years haven’t been so kind to ol’ Rayman. From the strangely celebrity-infused Rayman 3, to the tragedy of Rayman 4 (eventually becoming Raving Rabbids) to the endless, careless ports of Rayman 2 to every platform under the sun, one gets the impression Ubisoft maybe didn’t know what to do with Rayman. Especially now, when most of Ubisoft’s games are some form of online live service or cookie cutter open world experience (or increasingly both). But the fans know what they want. Rayman Redemption takes the original 1995 Rayman game and lovingly gives it a fresh coat of paint. The results are akin to what Taxman and Stealth did for Sonic CD in 2011, with wide screen visuals, improved controls, touched up level design, but gameplay that still feels faithful and accurate to the original experience. Except that Sega charged money for that, and here, fans have released this for free. Ubisoft’s loss, I guess. I didn’t play Rayman 1 until well after I’d finished Rayman 2, and I’ll admit, I kind of bounced off of it back then. It felt slow, and awkward, and when the difficulty ramped up, it got very hard, very quickly. Now, admittedly, I’ve only put about 30 minutes into Redemption here, but just the addition of a run button is incredibly welcome, and the retooled level design and powerup mechanics helps the game feel way less obtuse overall. It’s just a cleaner, tighter, more accessible and more polished version of Rayman.
Stay tuned for the next article: Indie games.
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sun-boiman-blog · 6 years ago
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untitled game blog #1
hi we are sun studios a new game development studio and we are working on our first game that is a platformer and the game is being worked on right now and lets just continue 
PROGRESS SO FAR
we just got started working on the game and level design and naming every world that will be featured in the game and stuff and we are working with 4 people on the game and we have so many plans for the game here’s some of them
CO OP Mode 
DLCs
Secret World
a World Made Out Of a Huge Kitchen 
a Dog That Is The Main Character Of The Game (your dreams have came true if you love dogs!)
Mysterious Character That Is Rare To Find
Multiple Endings!
it takes 20-30 minutes to beat one level
Where Will It Release On?
Well it will be only released for pc because we are using clickteam fusion 2.5 to make the game and clickteam fusion 2.5 doesn’t have support to make a game for consoles, but if fusion 3 is released while developing the game we will port the game to consoles 
ok that’s the blog for ya we will make blogs once per month
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howtobuysaas11 · 3 years ago
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Best Game Creation Software for Beginners
The question is, is there an easy way to develop computer games with zero skills?
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The good news is possible, thanks to many extraordinary game -making software solutions for beginners with zero coding skills.
Here is a list of the best game development tools and machines that can be used by anyone to make fun and interesting games.
The best game making software for beginners:
• Gamesalad — Educator’s Choice
• Buildbox- the One-box-Fits-All
• Create 2 — Favorite Windows
• Clickteam Fusion 2.5 — Veterans
• RPG maker — RPG Specialist
• Stencyl — Teacher Code
• Appgamekit — For Special Creators
• Gameguru — FPS Template Solution
• Gamemaker Studio 2 — The Hitmaker
An honorable mention for 2D game machines:
• Coppercube 5 — Light 3D engine
• Unity 3D — Serious Gamedev Platform
• Unreal Engine — Best AAA Graph
An honorable mention for 3D game machines:
How do I choose my game machine?
Game development software is a program that you must install on your computer and use it to make the game that you like. Here are the four main types of game machines available on the market:
Complete game template machine
With this type of game development software, you will get a ready -to -use template for the game. You will have a different option but rather limited to adjust it according to your preferences, such as adding your own graph or changing the color or background hue.
》 Drag and Drop Game Machine
Some game engines are compatible with Windows or with Mac only, while others work with both. You should check out the computer specification requirements, including the operating system and the processor and speed of your machine.
》 The game genre you are interested in
Some game creation engines like RPG Maker are more suitable for making Role Playing Games, while others like Adventure Game Studio are suitable for adventure game creation.
》 The perspective of the game
You should pick a game creation engine that is capable of building a game with the perspective you want, including 2D or 3D.
》 Your artistic skills
Keep in mind that some engines have image and visual editors, which you can use to create or import art or terrain maps, so your skills and experience as a graphics artist also matter.
》 The platform for your game
This is another essential feature to keep in mind when choosing the appropriate game development software. You should pick an engine that can help you create a game for the platform you intend it to be played (i.e., Windows, Mac, VR, Android, iOS mobile game, Xbox One and more).
》 How dedicated you are
If you are just curious about making your own game, then you should opt for the simplest solution. On the other hand, if you have a more complex project in mind and want to enhance your coding and game development knowledge, then you should pick a more advanced game engine.
》 Others
Think about whether you will be working alone or with a team and whether you want constant access to support by a community for the game development before choosing the best game development software for your needs.
Final thought
You may be surprised by the wide variety of game development software engines and solutions available on the market, particularly the ones which can enable beginners to create games without experience and coding knowledge. But the tendency is that new engines keep appearing and improving in order to meet the needs of the newly introduced platforms and consoles.
The best choices for those of you who want to make money from a game are Unity and Unreal, but both have a steep learning curve.
If you are a hobbyist and want to get started and create a game for fun or get familiarized with the game development processes, you can opt for the engines at the beginning of our list.
Learn and understand about Free Game Making Software that you can implement for your business for better operations and growth.
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flaterra · 2 years ago
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blazehedgehog · 3 years ago
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Just thinking of some notable Sonic fan-work vaporware. 1. The Sonic OVA sequel 2. SatAM Season 3 (can't remember if there was a stab at animating it, or if it was always intended to just be a pitch + scripts) 3. Sonic XG 4. Ashura: Dark Reign... do you recall any more across your fandom history? Funny that I thought I had a load of examples - yet the latter two are actually getting out of vaporware status. Bonus: The one that's not quite notable, but the one you're personally the saddest about?
The very first Sonic fan game I remember finding, the one that eventually lead me to SFGHQ, was something called "Sonic 2000." Even by now, things like Klik 'n' Play and The Games Factory were the most common ways Sonic fan games got produced, but Sonic 2000 was written for, and in, DOS.
I barely remember it now, but I think it might have been the source of one particular set of Metal Sonic sprites that were pretty common back in the day. Here they are in a fan game recently tweeted by Rlan's SonicFanGameBot:
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The only other thing I remember about Sonic 2000 now is that it eventually scrapped and tried to reboot as one of the first 3D fan games -- I believe the coder was going to write his own entire 3D engine to support the game. It didn't get very far to say the least.
My memory is grasping at straws now; I think the villain was also this, like, muscle-bound humanoid cyber-man? The sort of thing where, when you're 15 or 16, it seems REALLY cool, but as you get older you start to realize how much that probably clashed.
Doing some digging, I have uncovered this:
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Which comes from this Youtube series. Gameplay looks very much like The Games Factory's default platform movement, so I'm guessing the "I'll make a 3D game!" reboot is when it became DOS-only.
(what are the odds: this person just did a complete TFH playthrough only a few hours ago, as of this writing)
Beyond that, I dunno. Sonic Madventure 2 never came out that I remember? I could never get very far in Madventure 1 (I think my computer didn't like it and it'd crash at a specific part), but I remember being very interested in Madventure 2. But, as I recall, it succumbed to the problem a lot of Clickteam Fusion games had back then: data corruption followed by "I just don't feel like fixing this."
Some of your examples are showing signs of life, however. The Sonic XG twitter account tweeted out two new gameplay videos in February, and Ashura: Dark Reign rebooted in Unreal Engine 4 last year and is making regular updates again.
Season 3 was many things. To my memory, it ended up as a fancomic, which I think is still going to this day. (If you have trouble navigating pages, the next/previous page buttons are the tiny little arrows in the top right, next to the RSS feed icon)
You didn't bring it up, but even Sonic 2 HD is showing signs of life recently.
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fischmell · 6 years ago
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ALERT ALERT!!  Mongrel is coming to kickstarter in the end of april! Have a look at the new trailer!
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onychaos · 4 years ago
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Game development log
Ah, this will be a fun post since this will be a game development log for my clickteam fusion games I got planned and the progress that is on the way. Been a while since I made any game dev logs to show off things. It’s more of a what’s to come or what I got planned in the realm, I call my head. Sonic’s grand adventure (Working title) This is a 2d action platformer I had created in clickteam…
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gaload776 · 4 years ago
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Fusion For Mac Download
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Download VMware Fusion 12 and let your Mac run Windows, Linux or Mac OS X Server. Run the most demanding Mac and Windows applications side-by-side at maximum speeds without rebooting. Download VMware Fusion 11 and let your Mac run Windows, Linux or Mac OS X Server. Run the most demanding Mac and Windows applications side-by-side at maximum speeds without rebooting. Dec 21, 2019 Free download VMware Fusion VMware Fusion for Mac OS X. VMware Fusion 8 and Fusion 8 Pro-the latest versions of its virtualization software for running Windows on a Mac without rebooting-include full support for Windows 10, OS X El Capitan.
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Game and software creation has never been easier or quicker than with Clickteam Fusion 2.5 for macOS! Please note this software is incompatible with Catalina due to Apple’s restriction on 32-bit applications. We are working to address this situation. You may alternatively run the Windows version under Parallels – please try the free demo before purchase if you are not sure.
With Fusion 2.5’s amazing event editor system you are able to quickly generate games or apps.
Within your first hour you will have learned the basics of the tool. Compile a Mac app with a mouse click, Or target additional platforms like iOS, Android, Flash and XNA (Windows Mobile phone and Xbox) with the purchase of our optional exporters. Harness the power ofClickteam Fusion 2.5 today.
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