Changing Skins in Clickteam Fusion
Changing Skins in Clickteam Fusion
Clickteam Fusion
1 Introduction
2 Image Slicing
4 Event Editor
6 Storyboard Editor
7 Object Box
8 Info.ini
9 Conclusion
Explanation
Image slicing is when a large image split into equal smaller images. The image slicing used
by C lickteam Fusion uses these smaller images and repeats them to recreate a larger
image. The images used to skin C lickteam Fusion are divided into 9 equal sections, as
shown in the image above.
1. C orner sections (1) do not undergo any kind of repetition.
2. Horizontal sections (2) repeat horizontally between the surrounding corner sections
3. Vertical sections (3) repeat vertically between the surrounding corner sections
4. The 'middle piece' (4) fills in the gap between the horizontal sections and the vertical
sections
Here is an example where each of the above sections are repeated once.
Depending on the actual graphic of each section, you may or may not be able to use
non-integer amount of sections. Each tile in this example is 32 x 32, but the entire image is
144 x 144, not evenly divisible by 32. Because of the dark outlines on each tile, dimensions
not divisible by 32 produce an awkward image. Remove these dark outlines, however, and
the image looks smoother.
First, navigate to the "Skins" folder within the C lickteam Fusion directory.
In order to create your own skin, you must modify an existing skin, or copy an existing
skin's folder (remember to rename the folder). Then you will modify any of the 61 files
within the skin folder, as explained in the next step.
**Notes**
• If you copy a skin folder, you should change the skin's name in Info.ini
• The 'C lassic' skin is a custom skin which resembles the traditional MMF2 layout. This
skin, along with additional skins, can be downloaded at the C lickStore. These skins can
serve as templates for your own skins!
Asides from the Foreground and Background images (which can be any size), most of the
.png files have dimensions of 48 x 48. After you edit the image files, re-opening C lickteam
Fusion or selecting a new skin from within C lickteam forces a refresh for all skins; at which
point you can re-select the skin (or press Control + Shift + K) in C lickteam Fusion to
review the changes.
The following sections describe each individual skin element and what the item corresponds
to within C lickteam Fusion.
**Notes**
• There should be 61 files (60 images and 1 info.ini) within a skin's folder. If any files
are missing, the skin will not load nor appear in C lickteam Fusion
EE_ActionInfo
This image is used as the background for the Action Info tool tip. The Action Info tool tip is
the tool tip when you hover above an action.
This image is used as the entire background for the Event Editor.
EE_Blob
This image is located to the left for the first condition in any event.
This image can be set to stretched to fit depending on its value in the Info.ini
EE_Checkmarks
This image is used as the background for events for every other row in the Event Editor.
Every other column after the first column uses this image.
EE_CheckmarksOdd
This image is used as the background for events for every other row in the Event Editor.
The first column and every other column after the second column uses this image.
This image is used as the background when an action is selected. Every other column after
the first column uses this image.
EE_CheckmarksOddSelected
This image is used as the background when a specific action has been selected. The first
column and every other column after the second column uses this image.
EE_EventButtonGroups
This image is used as the background for group's events buttons. Events buttons are the
buttons with the event number located towards the left of an event.
This image is used as the background for group's events buttons when the event is selected.
Events buttons are the buttons with the event number located towards the left of an event.
EE_EventButtons
This image is used as the background for event buttons. Events buttons are the buttons with
the event number located towards the left of an event.
EE_EventButtonsSelected
This image is used as the background for event buttons when a non-group event is selected.
Events buttons are the buttons with the event number located towards the left of an event.
EE_EventsSelected
This image is used as the background for non-group events when an event is selected.
EE_Filter
This image is used as the background for the Filter Box. The Filter Box is the top-leftmost
box in the Event Editor.
This image is placed on top of the EE_Background image. It's position can be specified in the
Info.ini, as explained immediately below.
**Notes**
• You may need to add padding to the image for positioning purposes
EE_GroupsSelected
This image is used as the background for group events if a group event is selected
EE_Inactivated
This image superimposed on top of an entire event if the event is deactivated. It is heavily
recommended to use alpha channels in this image.
This image is used for the negation symbol when events are negated.
EE_ObjectEvents
This image is used as the background for objects when their icon are used in conditions.
**Notes**
• This image is not used if Object Icons are disabled in the Event Editor via the "Tools >
Preferences" menu item.
EE_Objects
This image is used as the background for all columns in the Object Row in the Event Editor.
EE_ObjectsEventsSelected
This image is used as the background for objects when their icon are used in conditions if
the object is selected. C urrently has no effect as of build b284.10.
This image is used as the background for all selected columns in the Object Row in the
Event Editor.
EE_Plus
This image is located to the left of the every condition in an event except the first in an
event.
EE_Remark
**Note**
• You may need to use alpha channels (semi-transparency) for this image to maximize
comment readability
This image is superimposed on a row and column when the mouse hovers above a specific
action.
This image is sliced over each previously mentioned skin element (except for comments).
Common EE_Objects
These images are uses as the icons for the default system objects. These name for each
object are, from left to right:
1. EE_System
EE_Folder
This image is used as the folder icon for closed Event Editor Folders
EE_FolderOpen
This image is used as the opening brace for open Event Editor Folders
EE_FolderClose
This image is used as the closing brace for open Event Editor Folders
EE_FolderPrevious
This image is used as the previous/parent folder icon in the Event Editor
EL_Background
This image is used at the background for the Event List Editor.
This image is used as the background for group event buttons the Event List Editor.
EL_EventButtonGroupsSelected
This image is used as the background for group event buttons in the Event List Editor when
the group is selected.
EL_EventButtons
This image is used as the background for non-group event buttons in the Event List Editor.
EL_EventButtonsSelected
This image is used as the background for non-group event buttons in the Event List Editor
when the event is selected.
EL_Foreground
This image is placed on top of the EL_Background image. It's position can be specified in the
Info.ini, as explained immediately below
EL_Groups
This image is used as the background for groups in the Event List Editor.
EL_GroupsSelected
This image is used as the background for selected groups in the Event List Editor.
STB_Background
This image is used as the background for all buttons in the Storyboard Editor.
STB_FadeIn
This image is the image of the "Fade In" icon when a frame does not begin with a Frame
Transition.
This image is the image of the "Fade In" icon when a frame begins with a Frame Transition.
STB_FadeOut
This image is the image of the "Fade Out" icon when a frame does not end with a Frame
Transition.
STB_FadeOutSelected
This image is the image of the "Fade Out" icon when a frame ends with a Frame Transition.
This image is placed on top of the STB_Background image. It's position can be specified in
the Info.ini, as explained immediately below
**Notes**
• You may need to add padding to the image for positioning purposes
OBX_Background
This image is used as the background for the Object Box in the Behaviour Editor, Event
Editor, Expression Editor, Event List Editor, and Global Event Editor.
Fusion Skin
The display name of the skin in C lickteam Fusion Value Type - String
EE_Objects
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EE_Events
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EE_EventButtons
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
EE_Checkmarks
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increase/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EE_Filter
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increase/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EE_Groups
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EE_Remarks
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
EL_EventButtons
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EL_EventButtonGroups
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EL_Groups
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
STB_Buttons
left = Increases/Decreases width of the left portion of specified skin element Value Type -
Integer
top = Increases/Decreases height of the top portion of specified skin element Value Type -
Integer
right = Increases/Decreases width of the right portion of specified skin element Value Type
- Integer
bottom = Increases/Decereases height of the bottom portion of specified skin element Value
Type - Integer
EE_Font
name = "Default" or Font Name for Event Editor Value Type - String
color = RGB value of font Value Type - C olor RGB ( Red Value, Green Value, Blue Value )
colorSelected = RGB value of selected font Value Type - C olor RGB ( Red Value, Green
Value, Blue Value )
colorTrueEventOK = RGB value of immediate conditions Value Type - C olor RGB ( Red
Value, Green Value, Blue Value )
colorTrueEventOKSelected= RGB value of selected immediate conditions Value Type - C olor
RGB ( Red Value, Green Value, Blue Value )
colorTrueEventBad = Unknown
colorTrueEventBadSelected = Unknown
colorOr = RGB value of 'Or' conditions Value Type - C olor RGB ( Red Value, Green Value,
Blue Value )
colorButton = RGB value of font for event buttons Value Type - C olor RGB ( Red Value,
Green Value, Blue Value )
colorButtonSelected = RGB value of font for selected event buttons Value Type - C olor RGB
( Red Value, Green Value, Blue Value )
colorGroup = RGB value of font for groups Value Type - C olor RGB ( Red Value, Green
Value, Blue Value )
STB_Font
color = RGB value of font Value Type - C olor RGB - ( Red Value, Green Value, Blue Value )
colorButton = RGB value of font for storyboard buttons Value Type - C olor RGB - ( Red
Value, Green Value, Blue Value )
colorButtonSelected = RGB value of font for selected storyboard buttons Value Type - C olor
RGB - ( Red Value, Green Value, Blue Value )
colorFade = RGB value of font for transition text Value Type - C olor RGB - ( Red Value,
Green Value, Blue Value )
STB_Foreground
EE_Foreground
EL_Foreground
• 0 means the checkmark icon does not stretch to fit within the available checkmark
space
• 1 means the checkmark icon stretches to fit within the available checkmark space
EL_Font
name = "Default" or Font Name for Event List Editor Value Type - String
color = RGB value of font Value Type - C olor RGB - ( Red Value, Green Value, Blue Value )
colorSelected = RGB value of selected font Value Type - C olor RGB - ( Red Value, Green
Value, Blue Value )
colorTrueEventOK = RGB value of immediate conditions Value Type - C olor RGB - ( Red
Value, Green Value, Blue Value )
colorTrueEventOKSelected= RGB value of selected immediate conditions Value Type - C olor
RGB - ( Red Value, Green Value, Blue Value )
colorTrueEventBad = Unknown
colorTrueEventBadSelected = Unknown
colorOr = RGB value of 'Or' conditions Value Type - C olor RGB - ( Red Value, Green Value,
Blue Value )
colorButton = RGB value of font for event buttons Value Type - C olor RGB - ( Red Value,
Green Value, Blue Value )
colorGroup = RGB value of font for groups Value Type - C olor RGB - ( Red Value, Green
Value, Blue Value )
colorGroupInactive = RGB value of font for deactivated groups Value Type - C olor RGB - (
Red Value, Green Value, Blue Value )
colorButtonGroup = RGB value of font for group buttons Value Type - C olor RGB - ( Red
Value, Green Value, Blue Value )
colorFilter = RGB value of font for Filter Box Value Type - C olor RGB - ( Red Value, Green
Value, Blue Value )
EX_Editor
fontName = "Default" or Font Name for Expression Editor Value Type - String
fontHeight = Font Size for Expression Editor Value Type - Integer
colorExpressionOkFont = RGB value of foreground for correct syntax Value Type - C olor
RGB - ( Red Value, Green Value, Blue Value )
colorExpressionOkBack = RGB value of background for correct syntax Value Type - C olor
RGB - ( Red Value, Green Value, Blue Value )
colorExpressionBadFront = RGB value of foreground for incorrect syntax Value Type - C olor
STB_Editor
fontName = "Default" or Font Name for Storyboard Editor Value Type - String
colorLevelBack = Unknown
colorFadeBack = Unknown
colorLines = Unknown
OBX
Hopefully after reading this reference doucment, you will be able to skin C lickteam Fusion to
fit your own preferences. Before you start making your own skins, the final element you can
change in C lickteam Fusion is the appearance of buttons and images in various property
menus, though these changes will stay only on your local machine. Right-click on any menu
and click "C ustomize" > 'Menu". From there, select any context menu and right click any of
the menu's items. You will be able to add/remove/change the icon of this image and the text
for the object. These individual icons can be changed by editing the "UserImages.bmp" file
located in the root directory of C lickteam Fusion.
**Note**
• Toolbar Button changes will be local to you own machine unless you redistribute the
"UserImages.bmp" file with your skin along with the toolbar settings.
Interested in game development? Need a introductory program? C heck out the Free Edition
of C lickteam Fusion!
C lickteam Fusion, used by the hit game series Five Night at Freddy's, offers an innovative
introduction into Game Development! The Free Edition offers a glimpse into the possibilities
offered by C lickteam Fusion. Once you are satisfied with the free edition, you can upgrade
to the Standard Version or to the Developer Version ! C heck it out today!
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The best way to improve your skills with MMFusion is explore the software on your own! Try
making simple mechanics or replicating simple games. After you've mastered the basics,
begin integrating the various mechanics! C reate wacky sounds. Experiment with graphics!
Everything you do improves your skills!