Personally, I'd think it would be nice if you could add qualifiers to global events.
Oh, and you know how you can arrange objects in the frame editor like To Back, To Front, Forward One, etc? It would be handy if there was a "Move To..." option where we could manually type in a number. The overworld map in my FableQuest project has over 23,000 backdrop objects, and it's a pretty huge hassle to rearrange things with To Back and To Front as my only reasonable options.
On that note, some more control over how the backdrops are loaded/rendered would be nice. Only a teeny fraction of my overworld map is ever needed during gameplay, and yet the game seems to want to load all of it, resulting in a noticeably slower loading time than the other frames.
As far as object selection goes - yes, it takes a while to learn - but I have yet to hear anyone come up with a better idea of how it could work. If you think you know how it could be improved, I'm sure clickteam would love to here about it.
Just bitching about how you don't like it now isn't going to help anyone though
These are the two main ones though (seems to be some overlap with Varv's)
1.) An unlimited number of alterable/global "variables" (not separate values and strings), and the ability to define new ones at runtime. Also, "alterable arrays" (arrays which are local to each instance of an object).
2.) To be able to export the event list as a plain text file (and obviously import it again after editing) so I could write events in notepad (or even on my phone), or post the source online more easily when I need help from the community.
Originally Posted by Sketchy As far as object selection goes - yes, it takes a while to learn - but I have yet to hear anyone come up with a better idea of how it could work. If you think you know how it could be improved, I'm sure clickteam would love to here about it.
Just bitching about how you don't like it now isn't going to help anyone though
These are the two main ones though (seems to be some overlap with Varv's)
1.) An unlimited number of alterable/global "variables" (not separate values and strings), and the ability to define new ones at runtime. Also, "alterable arrays" (arrays which are local to each instance of an object).
2.) To be able to export the event list as a plain text file (and obviously import it again after editing) so I could write events in notepad (or even on my phone), or post the source online more easily when I need help from the community.
Oh yes, and I do NOT want it to be 3d
Hum..I know how it works, the problem is when things get slightly more complex the object selection system simply breaks.
Try playing my game Atrox Online with over 3 or 4 players at once to see what I'm talking about. You'll come across some odd bugs with clothes being exchanged randomly between characters and in addition you'll see some layering problems.
The problem is definitely caused by MMF2, if I were to show you the code, you'd understand what I'm talking about.
It should have more built-in tutorials other than Chocobreak. That way there would be way less problems coming from n00bcakes, and less of a hassle to go look all over the place just to figure out one silly thing.
i would go so far as suggesting breaking most or all backwards-compatibility in the interest of revamping the entire system to be more flexible, removing outdated legacy cruft/bugs/workarounds, and structuring the events system to resemble actual programming flow and with that, hopefully things like "on loop" and other immediate events would actually be efficient
I want it to not suck. Really. It's a great tool, but it's just horribly designed.
I want something that lets you make your own functions and variables. something that lets you code instinctively. The object system is not bad. But the expression editor is horrible. MMF2's obviously evolved right from K&P, which never really intended for you to use the expression editor. I want a proper debugger with breakpoints and stuff, although the one with MMF2 is a good start.
I don't want a MMF2 with new features. I want a new MMF, properly made, though it looks like their doing it.
I think the "Make amazing games in minutes" is just what's wrong with it. It's MMF's selling point.. you do make amazing games in a few minutes, but you can't make anything better than that even after hours. I'd compare it to MS Word. It's amazing and everyone can use it for instant benefit. But it's purpose is to sell, and to appear powerful. There's no features to cater to experts, because experts have already bought it and don't need further convincing. Experts have a tougher time squeezing extra power from it.
If they want to be more profitable, they can avoid the "professional MMF" path and go back to TGF. Make the interface nicer and cuter, put more power into the image editor, make built-in movements that work, and basically turn it into something that lets you instantly make a good platformer or top-down game.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.