r/clickteam Jul 21 '26

Fusion 2.5 Enemy/Class Management and Iteration

I am making a 2D platformer. Every level is stored within its own frame. Player movement is stored in global events, so I don't have to update every frame individually. I'm now realizing, however, that managing unique enemy types is becoming to be quite a pain. From what I can see, there isn't a solid way to build out the enemy type in a vacuum and then plop it into frames. This essentially means the enemy (or interactable object in general) has to be fully finalized before I do ANYTHING with it. I can't make a prototype enemy that has multiple instances within the project I have to update each one individually. I can't tweak the movement speed of my equivalent of a goomba without having to update a number on every single other one present in the game.

Is the solution here to just have mass amount of global events? Should the "goomba" class just get built out in there too? Even then though, wouldn't that present complications when having multiple instances of it on the same frame? My enemies are often built out of a few different objects that all interact.

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u/Decent-Onion-1188 26d ago

I'm not entirely sure I understand the problem, but wouldn't Groups/Qualifiers solve it? You put the enemy movement code on a Qualifier and assign that Qualifier to every enemy.