PLEASE NOTE THAT ALL OPEN-SOURCE EXAMPLES HERE ARE FOR USE WITH CLICKTEAM FUSION 2.5 or MULTIMEDIA FUSION 2
Most links lead to the example section on the official Clickteam forum.
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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! AVAILABLE ON CLICKSTORE | 
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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.  | 
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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 | 
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Multi-platform remake of the example below. | 
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Includes dynamic path-finding, efficient area of   effect/range checks, adjustable tower ranges and many other useful features. | 
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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. | 
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Uses only the 'add' shader and physics engine. | 
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Scrolling, potentially infinite "3D" procedural   city. Can be modified to load a predefined level from an array. Works on   low-end iOS devices. | 
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Fully physics based pinball table complete with flippers,   springers, plunger and flap! | 
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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 | 
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J/K just a sandstorm.    Looks better in motion! 
(real link coming soon) | 
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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! | 
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Based on an example by RomanX/Sne.  Uses ForEach. | 
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Rotating System 
Good for solar systems, molecules, etc.  Great in motion. 
(link coming soon) | 
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Based on Eliyahu's random-pool-string example. No   extensions, 3 events. | 
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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: http://www.vergenet.net/~conrad/boids/pseudocode.html | 
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The image doesn't do it justice, the stars are actually   spiralling inward.  Check it out in   motion. | 
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Boioioioioing!  Uses   the SineWave shader by Sphax to achieve this effect.  Links to Nivram's world of amazing examples. | 
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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. | 
 
 






