Most links lead to the example section on the official Clickteam forum.

The Easing Widget makes it easy to add tweening movement, rotation and scaling to your project within seconds. Perfect for HTML5 or mobile apps, presentations, game menus and even player and enemy objects.

Easily build any type of isometric game and add powerful dynamic lighting! The engine is high-performance, uses no extensions and supports all runtimes. Adjust tile size, easily work with your own tilesets, adjustable light ranges, custom movement and more. The core engine is < 40 events!


Unlimited open-world platformer example with dynamic loading, array collisions and normal map lighting. Uses a custom shader which is included in the .zip file. 

Eternal Orbit

Started off as an exercise in unit count and became a more or less fully featured physics-based RTS.

Coming soon. MORE INFO

Multi-platform remake of the example below.

Includes dynamic path-finding, efficient area of effect/range checks, adjustable tower ranges and many other useful features.

Simple level editor (10 events) that supports custom tile and frame sizes. Uses one active for all tiles and the array object to save and load levels.

Uses only the 'add' shader and physics engine.

Scrolling, potentially infinite "3D" procedural city. Can be modified to load a predefined level from an array. Works on low-end iOS devices.

Fully physics based pinball table complete with flippers, springers, plunger and flap!

Dug up two brilliant examples by Sketchy/MuddyMole and fused them, adding layers ie. beach, grass, rock, snow, lakes.  Uses 'cellular automata' for procedural generation.  Keep hitting F2!

All credit to Sketchy/MuddyMole

Theoretically unlimited open world movement with pixel-perfect array collisions and random terrain. Good for MMORPGs. Uses the terrain generator above, but this can be replaced. Adding another dimension to the array can make tiles act as triggers, spawn points, collectables, etc.

J/K just a sandstorm.  Looks better in motion!

(real link coming soon)

Quite different version of the below.  The trick this time, and what I should have picked up on ages ago, is to only check collisions on units that are ready to shoot!

Based on an example by RomanX/Sne.  Uses ForEach.

Rotating System

Good for solar systems, molecules, etc.  Great in motion.

(link coming soon)

Based on Eliyahu's random-pool-string example. No extensions, 3 events.

A simple technique to make a great graphic menu screen like you used to see on the good old PS.

An attempt to see if it was possible. Based on the pseudocode found here:

The image doesn't do it justice, the stars are actually spiralling inward.  Check it out in motion.

Boioioioioing!  Uses the SineWave shader by Sphax to achieve this effect.  Links to Nivram's world of amazing examples.

Allows the user to switch between 4:3 and 16:9 aspect ratios at runtime and resize display to fill window size with no distortion.

Good for low-res games that require switching to widescreen.