Once you've done this, right-click on the object and select CLONE and clone the object 3 times. Now, click on the end tab (7 th ) and you will see the object is called 'Active'. Click on the 4 th tab (runtime options) and uncheck Create at Start (as we want to create it at runtime). CREATING OBJECTS IN A STATIC FASHION Select the object in the frame and hover over to the property window. Now, let's setup the object properties.Ħ 2. Select the paint bucket, choose a colour (like Blue) and set the Tolerance level to 100. CREATING OBJECTS IN A STATIC FASHION Once inserted onto the playarea, double-click the active to edit it. Seem a little confusing? We will clear that up in the proceeding pages of this guide.ĥ 2. If you had to do this statically, you would have to create an event for each object like so: User Clicks on Button + List = Object 1 Create Object 1 User Clicks on Button + List = Object 2 Create Object 2 User Clicks on Button + List = Object 3 Create Object 3 Whereas if you create the object dynamically, you can reference the object name directly and variably like so: User Clicks on Button Create Object +Str$(number) So we've gone from 5 events, down to just 1. You may want the USER to choose which object to create. A quick example just to explain this a bit further is, say you have 5 objects, named Object 1, Object 2, Object 3, Object 4, Object 5. Dynamically means everything above, except you are using a variable name to create the object. Statically means you create the object, you choose the object and you set it's position. Sometimes it is handy to create objects mid-game and in this guide we will teach you how to do that in two ways. So, when we refer to 'runtime' it means, the game is already running therefore you are not editing the game or any levels. Runtime means when the game is actually running (not designing). Design-time is in reference to when you are editing your game IN Fusion 2.5. Let's first, define the difference between 'design-time' and 'runtime'. DEFINING THE DIFFERENCE In Fusion 2.5 there are now two ways to create objects at runtime. Creating Objects in a Dynamic Fashionģ 1. For more information on how you can download and purchase Clickteam Fusion 2.5, check out the websiteĢ CONTENTS 1. Rather than create individual guides for different learning levels, we hope to be able to reach to all entry level, intermediate and advanced users within the same guide on achieving the same goal. As always, feedback, comments and suggestions are always welcome on the detail, structure and formatting of these guides. This guide has been thoroughly checked before deployment. Whether it's game design or application development you want to do with Fusion 2.5, these guides will hopefully guide you from top to bottom in whatever you're looking to achieve. These hand-written guides are here to help you target or perform a particular routine in Fusion 2.5 enabling you to harness the full potential of what Clickteam Fusion 2.5 can actually do for you as a developer. These guide(s) will explicitly target the most common, easiest and most effective route. Due to Fusion 2.5's flexible nature of allowing users to accomplish the same result in multiple ways, sometimes there are alternative ways to perform certain routines or functions. You can study and learn these practices at your own pace, in your own time. As with all tutorials and guides written in PDF, feel free to display it as a PDF or print to paper. Welcome to another guide for Clickteam Fusion 2.5! Some (if not all) of the information in this guide is applicable for Multimedia Fusion 2.0 also. You can manually create the object in a static fashion and give it a preset position in the frame or you can create objects dynamically by referencing their 'actual' name. There are initially two ways you can create objects at runtime (when game is in play) and that is either statically or dynamically. 1 INTRODUCTION Welcome to this guide on creating objects at runtime in Fusion 2.5.
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