Latest Update: 1-21-18
Don't have Clickteam Fusion 2.5? Head on over to Clickteam's website!
Visit the official topic on the Clickteam forums for support and more!
Pledge $1 to get RPM v1.4 right away!
A new general purpose FastLoop platformer movement engine 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
- Uses XBOX Gamepad, Physics, and Advanced Direction extensions
- Includes a super basic example starring my character, Angela!
- Basic 2-Player support
- Generate multiple "rooms" within the same frame
- Option to toggle 8-Direction Movement
- 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. They're a free download to show how the engine functions! However, you do need the engine source to actually use them, as they rely on behaviors.
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.
NB-The-Dragon, Neweegee, Luke T., Kritter, DinnerSonic, darkFunction, Volnaiskra, Furriokun, Johnathan Verge, Aroka, Charmandrigo, Zevifa, and tons of others <3
-Fixed an issue where the Walking animation would not play properly if you stopped dashing.
-Added Air Dash, Wall Slide, and Multi-Jump to the Player Attributes Widget:
Air Dash will let the player dash forward in the air by pressing forward twice.
Wall Slide will let the player slide down a wall and jump off of it, not unlike the Megaman X series.
Multi-Jump allows the player to jump multiple times in the air, depending on what value you set. As the player jumps, the jump height is reduced.
All of these actions can be toggled on and off through Flags in the Player Attribules Widget. Multi-Jump is enabled by default in the Super Basic Stage. You can further modify them in the event editor as well.
-The Room Camera Widget is no longer created at the start in the Blank template
-Fixed an issue where the RePos X/Y would affect the player movement if you stood on a moving platform
-Fixed an issue where the Player Mask was missing flags in the Blank template
-Fixed an issue where you couldn't jump properly in water
-This update requires Fusion 2.5 Build 290 or higher, because...
-Many of the Player Attributes functions are now integrated into the Player Mask object as Flags, to take advantage of new features recently added to Fusion. The Engine and Animation Control Widget also has moved various functions to flags
All functions that have been moved are labeled with "REPLACE" if you previously used this function. Later updates will fill in these attributes with new features without having to make more widgets due to the Alt.Value limits.
-For compatability reasons (i.e. your Fusion build is below 290), RPM v1.6.02 is included, which does not use the new Flags.
-The RPM Character files have been updated to use these Flags.
-All of the widget functions have been transferred from behaviors into the main Event Editor screen ,to avoid any potential mis-calculations due to a previous error found with the Position Limiter in the Engine Widget
-"Target FPS" has been renamed "Game Speed" in the Engine Widget
-Added "Sprite Offset X" and "Sprite Offset Y" to the Engine Widget. Use this feature to reposition the player sprite manually around the player mask.
-Fixed an issue where the camera would shake if the player was on a moving platform near the edge of the frame.
View the full changelog here.