An easy-to-understand, step-by-step guide that shows you how to create 2D video games with Clickteam Fusion. You will learn the magic of game development from scratch without any knowledge of scripting languages. This book is for game enthusiasts who want to create their own 2D video games. No prior knowledge of programming or Multimedia Fusion 2 is necessary.
After receiving my copy of this book, I enjoyed reading through it, and the easy step by step guidance for the components. Myself was already using the program, and read a lot of material, and eve now with this book, I find items that wasn't mentioned before. The book itself is easy to read, and everything explained in a way, that everyone is able to understand. I'm keeping this as a reference for my future projects and I recommend this for everyone. If you are new to it, or an advance user. There is always something to learn, or even a better way to use the program. I highly recommend this book to everyone.
This book is a hands-on introductory guide to Clickteam fusion as a game development tool. It is intended for people that have not experience coding but aims to create a game at their own.
The book has a tutorial like style and comes with several examples in a complementary zip file downloadable from the packtpub website http://bit.ly/1kwPaw0.
The book covers the basics of fusion user interface, how to create your first game, the fusion picture, frame and animation editor, how to treat with graphics, control event and movements, apply basic physics, collide detection, using extensions, define some AI to create enemy behaviors, create health and ammo bars, how to adapt to the right resolution of the screen, how to save the game score, how to add a soundtrack, and finally how to export your work for different platforms.
The most interesting aspect of this book is their clarity because it directly exposes how to do the thing and about the Fusion tool it really can help because its very intuitive and graphical so anybody can create an acceptable game with a very little effort.
However the book doesn't cover advanced settings as complicated physics. Nevertheless is a very good book and tool to those game developers wannabes.
The book is very well structured, enjoyably written and provides newcomers with itching fingers a very straight-forward way into game design with Fusion. The concepts are presented from a very hands-on perspective: You don’t have to know how to code in order to create your game.
With every chapter and paragraph the author’s passion for the subject shines through and also more complex issues never are boring or dry. Thanks to the structure of the book it serves both as a course-book you can follow through chapter by chapter and/or as handy reference to come back to later.
Another thing I found to be very helpful was the inclusion of link to free or open software to edit your game’s assets, such as Audacity or even to open game art which makes toying with Fusion much more fun since you’re not constrained by creating your assets first.
I highly recommend this book not only to beginners of Clickteam’s Fusion but also to experienced users as I kept always finding something new.
The book is also available at the publisher's website in all the different eBook formats and as paperback
Getting Started with ClickTeam Fusion is the perfect introduction to this software product. ClickTeam Fusion allows users to create simple, 2D games. As such, this book does a great job of walking the reader through creating his or her first game. The book starts from the very beginning, offering readers a good overview of Fusion's interface. The author clearly explains how to use Fusion to build a game from the basic building blocks and then covers more advanced materials later. After reading the book and going through the exercises, the reader will have a completed game and the tools to make more fun game using this product. As a bonus, the book is short and to the point, making it easy for anyone to tackle as a weekend project. In fact, my only wish is that some of the topics had been broken out into their own chapters and covered in more detail (throwing audio in the chapter on physics didn't seem to make much sense).