Getting Started with Clickteam Fusion

Getting Started with Clickteam Fusion
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Table of Contents
Sample Chapters
  • Use the easy-to-understand Fusion editors to design, animate, and program your first 2D games
  • Create 2D games without a scripting language or any foreknowledge of game development
  • Step-by-step tutorial that will guide you through the many features and essential aspects of creating video games.

Book Details

Language : English
Paperback : 114 pages [ 235mm x 191mm ]
Release Date : March 2014
ISBN : 1783283610
ISBN 13 : 9781783283613
Author(s) : Jürgen Brunner
Topics and Technologies : All Books, Other, Open Source

Table of Contents

Chapter 1: The Basics of Fusion
Chapter 2: The Editors of Fusion – Your First Game!
Chapter 3: Movements, Animations, and Graphics
Chapter 4: Using Extensions and Animations
Chapter 5: Creating Enemy Behavior and Health Bars in the Right Resolution
Chapter 6: Physics, Qualifiers, and Implementing a Soundtrack
Chapter 7: Creating Loops and Saving Games
Chapter 8: Exporters of Fusion and Mobile Development

  • Chapter 1: The Basics of Fusion
    • About creating a video game
    • Getting to know some terms about the tool
      • The application
      • The frames
      • The objects
      • The properties
      • The events
      • Conditions and actions
    • The basics of the Fusion user interface
      • The top section
      • The left section
      • The center section
      • The right section
      • The bottom section
    • Getting started
    • Summary
  • Chapter 3: Movements, Animations, and Graphics
    • Creating animations – how to blow up crates!
    • Simple particles
    • Clickteam movements
      • Non physical movements
        • The bouncing ball movement
        • The path movement
        • The mouse-controlled movement
        • The eight-directions movement
        • Race car
      • Movement extensions
    • Importing graphics and animations
      • The import options
    • Working with layers
    • Summary
  • Chapter 6: Physics, Qualifiers, and Implementing a Soundtrack
    • The use of qualifiers
    • Integrating sound in Fusion
      • Place your first sounds
    • Jump around – physics!
      • Basic collisions
      • The Physics movement
      • The Physics objects
        • The rope and chain object
        • The ground object
        • The joint object
      • The Physics playground
    • Summary
  • Chapter 7: Creating Loops and Saving Games
    • Creating a basic game loop
      • Creating a game with three frames
        • The start screen
        • The result screen
    • Global values
      • A sneak peak – exporting your game
    • Saving and loading with the INI object
      • Saving positions
      • Saving a single value
      • Saving multiple values in items and groups
    • Fast loops
    • Summary
  • Development for mobile devices
    • File size and memory usage
    • Mobile control objects
      • The accelerometer object
      • The joystick control object
      • The multiple touch object
      • The location object
  • On the other side of the screen, it all looks so easy
  • Summary


Jürgen Brunner

Jürgen Brunner is currently working as a game designer and an indie developer in Austria and Germany. You can definitely call him a video game enthusiast, which he has been since the 1980s. Remembering the first gaming sessions on a friend's Amiga 500, he tries to stay as connected as possible to the main goal of every game: fun!

He studied game design and music at the University of Applied Sciences in Salzburg, and received his degree in 2010 with the diploma thesis "Jump 'n' Run Evolution".

While working as a researcher at the Pervasive experience lab (P.e.l.s) in his former university, he had the privilege of exploring augmented reality and pervasive games as well as Kinect hacks.

Jürgen made his way to the professional gaming industry as a game and level designer in 2012. Besides this, he also works on his own indie games. His love and passion for retro graphics, music, and art can be experienced in every new game and in every new song. The greatest success of his indie career so far might be the release of the award winning game Pitiri 1977 on Steam in 2014.

Besides working on games, he is also a passionate musician. As well as playing six instruments, Jürgen still tries to spend every free minute on music and sound design, or with his band SaberRider.

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Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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What you will learn from this book

  • Create 2D games and apps without a scripting language
  • Understand game mechanics like movements, physics, or simple artificial intelligence
  • Explore the different editors of Fusion including the frame, animation, and event editors
  • Prototype your small and big game ideas in Fusion
  • Discover more and more about different game types and create your own little game worlds

In Detail

Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design and develop games for Windows, iOS, Android, Flash, and XNA for Windows mobile phones and the Xbox.

With this in-depth practical guide, you will learn how to develop 2D games with the intuitive visual programming editor of Fusion and create simple prototypes within hours.You will learn about topics like Loops, Extensions, Exporters and Distribution as well as in depth coverage of other features like building 2d game movements and templates like Asteroids, Racing Car, Platformer or Physics.This book will help you create games for mobile devices and Pc with simple and descriptive game examples.

This book will guide you into the world of video game development, and will teach you how to create 2D games and apps without knowing a scripting language. You will also learn about the basics of this complete development studio, including how to use the graphics, animation, and programming editors.


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.

Who this book is for

This book is for game enthusiasts who want to create their own 2D video games. No prior knowledge of programming or Clickteam Fusion is necessary.

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