Here is an archive of the Clickteam Fusion
examples I've made.
Most of them are pretty old.
Make a keyboard or mouse controlled centipede with the individual segments each following the centipede's path.
This is an engine for putting dangling rope-like objects in your games, based on real spring physics,
and coded in pure MMF.
This example shows a lot of what you can do
with the spring-chain engine.
Shows how to create a "tentacle," made up up multiple duplicates of a segment
object, in which you can set the angle and size of each segment individually
or as a group. This leads to some interesting spiralling and wiggling
Lua/MMF2 Water Effect:
This is an example of a fairly good looking wavy 2D water effect... looking back on
it now, I don't think that this is the best way of doing it. You can get much more flexible
water effects by modelling the surface as a bunch of connected springs.
You can start multiple waves and the surface of the water will be
calculated in realtime. Although it does put a heavy load on
the processor, you can optimize the parameters to suit your needs. The
example includes implementations using both the Overlay object and a
row of active objects.
Uses the engine from the "Curly Tentacle" example to create a tentacle that
can be bent and straightened with the mouse cursor.
This was a bit of a brute force approach --- you could get faster results if you calculated the angle
mathematically, but I just couldn't figure it out at the time I made this.
Shows how to make a tentacle that you can cut peices off of, using the curly
Isometric water effect example:
Shows how to display the Lua/MMF2 Water Effect from an isometric-style
perspective (sort of).
Demonstrates a simple grid-based level editor. Also includes a simple game
engine, which implements detectorless custom platform movement,
detectorless enemy back & forth movement, and a simple flying particle
effects. Be sure to press H once you run
the program to see how to use
Random grid movement:
Demonstrates a somewhat simplistic enemy AI, which moves around randomly
on a grid, avoiding backdrop objects. Made without the use of
360 degree movement example:
Demonstrates a "racecar" movement with 360 degrees of movement, as well
as an active object with 360 "directions" of animation.