![]() But in Fusion 2.5 you have to manually import and replace every single thing. Other software is as simple as overwriting an asset file in a folder. Importing sprite sheets is a nightmare because you have to import everything through their outdated animation editor and trying to quickly update a big sprite sheet that's utilized in a bunch of animations is a massive chore. ![]() There's a lot of weird gotchas with the software, like how hard it is to deal with variables (both keeping track of them and removing/renaming them) since they are generally tied to specific objects and there's limits and preassigned space set aside for them. The issue here is that the events based system starts to really just get in the way, and you feel like you're fighting the engine to make things work. These have sold tons of copies and it's totally possible to make a best selling game with Fusion 2.5.įor advanced users or for trying to make a really complex game. Two of the most popular selling Fusion games to ever release are FNAF and Baba Is You. The more complicated the game, the less you're going to like using Fusion to make it. It's really going to depend on what sort of game you're trying to make. very minimal programming knowledge required.įor intermediate users it's still really good, even though there are some drawbacks here and there. It utilizes an events based system so you just plot out what you want it to do and it does it. I'll say as a beginner's game dev software, it's pretty great. Long time user of Clickteam products (and Fusion 2.5) chiming in:
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