Welcome to the Fusion 3 Development Blog!

We hope that this blog will give you a detailed look at some of the fantastic features of Fusion3 which it is not possible to show in a short video preview.

Some of our users expressed some disappointment that we couldn’t show off more of Fusion3 during the livestream – particularly how we are trying to make it easier and faster for you guys to make games. Videos are great for showing off fancy flashy features but they do not give you much information about the thoughts behind what you are seeing.

So in this first episode of our dev-blog, let’s start out small and have a look at a few more simple and less “flashy” improvements of Fusion3, but when combined, will improve your overall workflow.

Object Snapping

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The “ancestors” of Fusion3 all had “Snap to grid” which mostly got the job done, but was a bit rigid in the sense that you always had to adjust the grid settings to fit your needs.

Now in Fusion3 we have proper object-snapping. As you can see in the GIF, we draw guide-lines to show you which edges snaps to which. This feature, even though it’s simple, will greatly speed up designing levels for your games where objects need to align with each other.

You can, of course, still use the good old grid function found in previous versions of Fusion.  So the ability to set a “snap to’s” starting X and Y positions and the amount of pixels you step through horizontally and vertically remains the same- allowing users to continue to place objects in the frame editor as you could with Fusion 2.5. We believe the combination of the two features provides Fusion3 developers maximum power for accurate object placement in the Frame editor.

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Duplicate dialog improvement:

The duplicate dialog has always been there and has been perhaps the most boring dialog in Fusion.

Our new editor makes it simple for us to add extra visualisations to aid us where needed – for example, a preview of where the objects will be created:

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Sure, improving on this dialog may be low hanging fruit – but when you think about it you may be left wondering “why didn’t we have this before?”.

In the works:

We have lots of ideas for improving small dialogs like this even more. It would be a piece of cake to add in certain degrees of randomization to either position, size, scale, angle, direction and so on.  With that kind of randomization you could almost generate the basis of an entire level for a game; either game tiles, or detail objects like dirt, grime or grass.

The “Duplicate dialog”… Who would have thought… :-)

Custom Actions/Conditions/Expressions:

People using Click software had a tendency to evolve their own coding style – some of them quite creative. People exploited groups of code along with the “On group activation” event to simulate functions.

Rarely do you find a feature that (even though somewhat simple to understand) can have such a huge impact on how you make your games:

One of the features we’ve talked about in the past is the ability for you users to define custom Actions, Conditions and Expressions (ACE for short).  With this we are stepping closer to an actual Object Oriented Programming approach.

In Fusion3 you can simply go to the “Custom ACE” tap of your object and add your new action definitions. (We are still busy hammering on the UI, please excuse it looking incomplete).  Clicking on the ‘Event editor’ icon to the right of the definition you get sent to a “private” event editor only for that ACE. In there you can set up the parameters that the ACE requires.

After you have created your new ACE you will find it in your event editor ready to use!

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But wait, there’s more!

Why would we limit this to objects only?

You can add custom ACE’s to your Frames as well – AND your Application.

This effectively replaces global events from Fusion 2.5.

We will in the following blog posts show you how this can change how you organize your code in your games – and how to give them better looking names than “newAction1” :)

This concludes our first blog post.

We’d love to hear your comments on our blog posts and on our development. Throw us a mention on Twitter or Facebook!