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Teaching Book

Computing Book Cover
Clickteam Fusion 2.5 is a fantastic game development tool for teaching game design and computing concepts to students.

Many schools and colleges around the world are using Fusion in classes because of its incredibly user-friendly interface and the speed with which students can learn how to use it. To make this even easier for students and teachers, we have created a teaching book for Fusion 2.5.

Let’s take a look at what’s inside the book.



Computing Concepts


Computing Chapters The book begins with a look at the basics of computing theory. This starts by looking at what a computer program is, before moving on to how to program a computer to follow instructions using Logic, Algorithms, If Statements, Loops and more.

This is a great way of introducing students to these fundamental computing concepts, and encouraging them to think about exactly how a computer functions, before moving on to more complicated ideas like designing your own game.

This section of the book concludes with the first stages of planning and thinking about your own game ideas. First, we set out a detailed analysis of the different game genres (such as Adventure Games, First-Person Shooters, Arcade Games etc.) before moving on to a chapter which examines what makes a good video game. All sorts of considerations come into play here, including how your game character moves and balancing risk against reward.

Learning Fusion: The Basics


Now that students have thought about how programming makes a video game work, and started preparing ideas for their own games, it’s time to start learning Fusion 2.5. These chapters are a detailed look at the most important features of the software, from the layout of each toolbar and editor (including Clickteam’s revolutionary Event Editor) to Movements, Sound Effects, Score, Hot-spots and more.

This section is also useful for teachers who might want a handy reference guide to elements of Fusion 2.5 when presented with a student asking about something specific. Everything needed for learning the basics of Fusion 2.5 can be found in this section.

Developing in Fusion


Here’s where things start to get really interesting! Having learned the theory and the basics, students can begin to get stuck in and start creating their own functioning Fusion games!

This series of chapters takes students through the basics of creating their own application and step-by-step demonstrates how easy it is to make an actual game within minutes.

We start by showing how to start a new application, before moving on to adding your own Active Objects (which will be when playable characters can be added, along with enemies and obstacles), animating objects, creating the rules which govern your characters and environment (these are Events in Fusion 2.5), and adding interest in the form of collisions, launched moving objects and scrolling. A student following each of these chapters in turn will have a working platform game by the end!

Complete Fusion Tutorials


Perhaps most exciting for students, we have included a few complete game tutorials in the book. They are all tutorials for beginners, but each one provides scope for students to add their own twists and develop the basic games further.
The first tutorial is a basic maze game which can be completed in under an hour. It also demonstrates the efficiency of Fusion’s Events system as it shows how a functioning maze game can be made using just 7 events!

The second tutorial is a clone of the classic Pong game. How better to pay tribute to the history of game design than by making your very own version of Pong? This tutorial demonstrates in detail every element of making a playable Pong game.

Lastly, we have Space Bat and the Eyes of Doom! This is a version of a classic sideways shooter game which can be made in one single lesson. Complete with gruesome alien creatures and a space theme, this is a good starting point for a fun space themed game!

Lesson Plans and Worksheets


Finally, we have put together a series of suggested lesson plans for teachers who are introducing Fusion to their students for the first time.

These lesson plans can be used in conjunction with various chapters throughout the book, including the practical tutorials on basics like adding Active Objects to a game. We have also included a couple of worksheets which teachers can use either by photocopying the pages, or if you prefer, we have provided downloadable PDF versions from our website.



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