A downloadable asset pack for Windows

Buy Now$6.99 USD or more

Don't have Clickteam Fusion 2.5? Head on over to Clickteam's website!

A new general purpose FastLoop platform movement designed for Clickteam Fusion 2.5! RPM includes:

    • Float-based, for smoother character movement
    • FastLoop-based collision detection, which can be modified even during play
    • Can be Frame Dependent or Frame Independent (Frame Skipping)
    • Character Linkage: Simply add you character to the Group.Player qualifier and the engine automatically applies basic animations and sets it to the mask
    • Group-Based objects: Turn active objects into solid objects, jump-thru platforms, moving platform, ladder, etc.
    • Slopes, including slopes that can be jumped thru the bottom
    • Support for Horizontal, Vertical, Rotating, and even Physics moving platforms
    • Built-in pause function
    • Custom smooth scrolling Camera
    • Options to toggle Jumping, Crawling, Crouch Jumping, Ceiling Slide, Jumping Down Platforms, etc
    • Basic XBOX Controller support, with the option to easily add more thru the Player Input Widget (which the engine reads as input)
    • Basic Metronome, which can detect beats and off-beats, and determine accuracy.
    • Animation Control Widget: Enable or disable any of the basic animations (even from behaviors) to allow custom animations, or used "Forced Animation" to manually control an animation
    • Only uses XBOX Gamepad and Physics extentions, which aren't really required
    • Includes a super basic example starring my character, Angela!
    • 600+ events, including over 150 comments.
    • Other stuff that I can't quite think of at the moment!

This movement can be used commercially, non-commercially, or for learning purposes. The only stipulations are that the engine source cannot be shared/re-sold, nor can the Angela character be used commercially without explicit permission

This movement was designed on my free time over a period of about 2 years. I stopped using any game-making program for about 6 years before that, and got my hands on Fusion 2.5 during a Steam Sale. This was originally a project meant only for personal use, but later decided to release for others to use. I figured since I won't be getting the resources anytime soon to make an original game, I may as well.

The demonstration file contains an .EXE with 4 examples I developed to see what type of movements I create. This includes Yoshi's Island, an "Out-of-the-Box" sample, a "Greninja Gaiden" type thing (using the excellent sprites by Neweegee), and a basic Shantae example (mostly to test animation). Be sure to read the control file, there's a lot of stuff involved!

The paid version comes with the engine source .mfa and a basic level using one of my own characters. The XBOX Gamepad extension is required to open, which you can get from your extension manager.

All of the demonstrations run on the exact same code, using behaviors and widgets to make each character different.

For legal reasons, the demonstration characters are not included in the paid packaged. Instead, they will be released separately for free (sans Yoshi for now. He needs more clean-up.)! However, you do need the engine source to actually use them, as they rely on behaviors.

RPM is primarily single-player focused, but could potentially have multiplayer further down the line.

Be sure to experiment and potentially break the thing in half! If you run across any major bugs, please let me know! I'm sure I may have missed a few somewhere...

This was primarily designed around Windows (due to the lack of exporters at the time) so your mileage may vary with other formats.

Special Thanks:

NB-The-Dragon, Neweegee, Luke T., Kritter, DinnerSonic, darkFunction, Volnaiskra, Furriokun, Johnathan Verge, Aroka, Charmandrigo, Zevifa, and tons of others <3

Update 10-22-16

-Redid Sprite Angle Offset so the character sprite always stays in the center regardless of the Offset value in the Left Angle detector

-Reduced the default Detect Down value to 10 and Offset value to 6 in the Left Angle detector. Using high values can potentially create slowdown

-Fixed an issue where sprites would flicker when Forced Animation was active if you exported to HTML5/UWP

-Groups in the Collision Detection and Angle Detection groups are deactivated at the start of the frame

-Jump-through slopes now need a minimum of 15 degrees before recongnizing an angle

-Added a FPS counter by default

All updates to this point is considered v1.1

Update 10-17-16

-Restructured Angle Detection, so it should be able to pick up angles better now. It now disables detection automatically if a detector goes over its limit, and can retain its depth on edges as long as the player is on the ground. Jump-Thru slopes now use a buffer of about 5 degrees before checking for angle changes, reducing the jumpy-ness.

-Added "Sprite Angle Offset" to the Engine object. When enabled, the character sprite will re-position itself to be in the middle of both Angle Detectors, reducing the gap when its rotated on a slope (unless your sprite's hotspot is in the center, in which case its not needed).

Thanks Furriokun!

-Added "Enable Angle Detection" to the Engine Object, and "Detect Angle" to Player Attributes Object. Both settings control how Angle Detection works, but the Engine version works globally while the Attributes version can be used on a per-frame/object basis.

Update 10-16-16

-Added Angle Detection (with two new detector objects) to the mask. The new detectors move along the backdrop to calculate the current angle, which can be used to rotate the character (may require hotspot adjustment) or modify how the character moves along the ground. There's still a few minor errors with the detection, which will be fixed sometime soon. The Angle information is stored in the Left Detector object.

-Added Climb Type to the Player Attributes Widget (replacing Climbing Frames). You can now toggle between 3 different types of climbing: Type 1 is Up/Down only, Type 2 is Left/Right only, and Type 3 is 8 Direction Climbing

-Moved Climbing Frames to the Animation Control Widget. The RPM character file was updated to reflect this change.

-Modified Forced Animation to correctly display the last frame in a looped animation, which should hopefully fix the issue with climbing animations.

-Fixed an issue where the mask wouldn't change direction if all other objects were set to be paused.

-Debug keys are disabled by default in the Blank frame

Update 10-12-16

-Added Climb Speed Multiplier to the Animation Widget. The animation for the character's climb speed was originally hard-coded at 0.3, but now you can change the speed through this value.

-Added Look Up Timer to the Master Camera Object. Originally it looked for 60 frames of Up/Down input before shifting the camera, but it can be modified here now.

-Changed the default YMaxDistance to 45 in the Master Camera Object

-The player character can no longer change direction while crouching.

-Renamed "Enable Skidding" to "Enable Quick Turn" for a bit more clarity on what it actually does.

-When holding both left and right inputs, the character will now always face right.

-Modified the Ice Block gadget to make Deceleration higher. If you held both left and right before, the player would travel forward infinitely at the same speed. This happened because Acceleration and Deceleration canceled each other out.

-Zoroark was updated to include a basic Skidding animation.

-Shantae's Jump Release Limit was modified to be a negative value, making her short jumps a bit more more floaty.

Update 10-6-16

-Fixed an issue where the LStick and RStick Angles didn't work when your XBOX controller was active.

-Fixed an issue where the face buttons on the XBOX controller would only register 1 frame of input if no other input was made before.

Update 10-4-16

-Fixed an issue where the mask would "warp" down a ledge if the "Stick to Ground" value in the Engine Object was too high.

-Fixed an issue where the mask could get stuck if they held Up and Forward while standing just above a Ladder object.

Update 10-3-16

-Modified the demo file to use 7-0 on homerow to switch stages, while pressing P can toggle frame skip. Forgive me, laptop users. :(

-Fixed an issue where some jump height was lost during lag in Frame Skip mode.

-Fixed an issue where Angela's animation would reset after un-pausing

-Changed the Flag numbers used for pausing. Flag 100 becomes 0, Flag 99 becomes 1, Flag 101 becomes Flag 2. The character files were updated to reflect this.

-Fixed an issue where the Input keys wouldn't reset after disabling Player Input.

-Fixed an issue where having multiple characters in a frame would still have their code run and effect others. The Characters file has been updated to reflect this change.

-Added a cap towards the frame sync value. While this limits how fast the movement can go with Target FPS, it helps alleviate some collision issues during Frame Skip.


Buy Now$6.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $6.99 USD. You will get access to the following files:

RPM v1.1.01 306 kB

Download demo

RPM Demo Movements (9 MB)
RPM Character Examples (477 kB)


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Howdy Rage! Long time no see! Good job getting featured in a Clickteam collection!

(Edited 1 time)

Aw snaps man how ya been?! It's been too long ;_; Good to here from ya again! Yeah I gotta say I was totally not expecting Clickteam to back RPM like that, so I guess I did something right. :P

Clickteam collection? Where I can see this?
Well, congratulations, you deserve this attention!