![]() As this is the highest and most lossless format there is available. Alpha channels are highly recommended only for character use in Fusion 2.5 (Player Character/Enemies) etc. We aren’t here to talk about the in-depth technicalities, however for the sake of Pete, let’s define it as it ‘is’ a type, as both Fireworks and Photoshop see them as types. Some argue that PNG32 is not actually a type of the PNG format. PNG24 is highly recommended for background objects where you can use a single colour for transparency. It can also hold up to 16 million colours in the palette. It effectively means there are 24 bits to a pixel. PNG24 is the best alternative to JPEG if you want a lossless image, that is, an image without any loss whatsoever. Effectively, it roughly contains up to 256 of colours in the palette. It is best used for images such as icons that have little to no colour. So your image output will contain a lot less colour than PNG24. There are typically 3 types of PNG format you can use. What is my personal recommendation? Mostly PNG. From bitmaps and GIFS all the way to JPEG and PNG. Animations and Graphics in Fusion 2.5Īnimations and graphics in Fusion 2.5 can be a bit of a touchy area, only because there are so many options and file formats supported. If it’s vector, you might get away with using Quality (1 in the next dialog) over performance. If it’s a pixel-art game, choose performance over quality (0 in the next dialog). If it really does, then try downscaling to 450 x 200 and then import it to Fusion and in the events, do a scale action to double the size like so… If you have for example, a big enemy boss that is 900 x 400, does it ‘really’ need to be that big? If not, downscale it before bringing it into Fusion and then import it. However, this doesn’t mean that you shouldn’t try and ‘work with’ the engine, instead of against it. So when it comes to designing your games in Fusion 2.5, you can throw what you like at it and it will try its ultimate best to render it all in line with what it is supposed to do. That is what Clickteam have done, with the runtime being the engine and the features being just that, features (Fastloops/ForEach Loops/Physics/Animations etc.) aswell as still optimising the core engine. Eventually, the features could start to put a lot of weight and drain on the initial engine, so you would have to optimise the features that run on the engine. Over a duration of 10 years, you can add lots of new features. That reason is, it has been optimised to run at the most maximum efficiency it possibly can and this has been worked on religiously over the years that the runtime has existed. However, it doesn’t mean because you can’t see it, it doesn’t exist. This kind of stuff goes beyond the technical aspects of just ‘designing a game’ which is why it’s a grey area. Quick Navigation Universal Windows Platform Module 2.Memory management inside of the Clickteam Fusion 2.5 runtime can be a bit of a ‘grey area’. ![]() ![]() *XBox One UWP is currently in developer preview. To test or deploy on the XBOX One you will need to sign up for an XBOX One developer account and set your XBOX One to “Developer Console Mode”. Additional Requirements for the UWP export module: To compile the final file you need Microsoft Visual Studio. Requires Clickteam Fusion Standard or Developer and the UWP Exporter. Grab your copy and start creating awesome UWP content for Windows 10 and Xbox One today! The exporter includes powerful features like hardware acceleration, joystick powered virtual mouse and much more. Join the growing Windows 10 market space with your existing titles or create new ones. Using Clickteam Fusion 2.5 Standard and Developer you can target Windows 10 PCs, Windows Phones, Tablets and even the Xbox One*. Fusion users can now build 2D games and apps that can be deployed to the Windows 10 Eco-system. Clickteam is excited to present the Universal Windows Platform exporter.
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