It's in beta testing, so it cant be to much far off. (Even though it's been in beta testing for a while now.) The longer in beta, the more bugs that are busted. That is, if Clickteam is serious about MMF2, which I'm sure they are.
Hmm, I was really hoping there'd be something big, but it's mostly just interface and performance improvements. I mean, that's important, but it doesn't make me wanna go out and buy the developer version or anything.
I like the look of MMF2. I'm glad they didn't go M$ on it and instead of having it shiny and "cool"-looking they went with professional and clean-looking. Yes the interface is very similar to 1.5 and I think that's fine. "Don't make it different, make it better!"
Is it only me or has anyone else had difficulties working with the animation speed controls? In TGF you'd never get the animation go in the speed you actually wanted. In MMF 1-1.5, I've actually got no clue if it's better or worse. It's something, but i'm not sure what. =S
I hope that it'll be easier to work with in MMF2. This time you're able to decide the frame rate so that may make it easier to get the animation speed you want.
As far as the new features like alpha maps, dynamic rotate and scale functions, auto-paralax, etc are concerned, i'm a little worried.
I remember when I had TGF and was looking forward to using the smooth frame transition fades and edge-smoothing effects of MMF1.5. But in reality, these turned out to be very slow indeed, and (in the case of edge-smoothing) not practically viable.
I'm concerned that Clickteam are wooing us with all this cool stuff that might not be as efficient as they sound. It's not unlike CT to make a cool feature that works for four or five objects but runs like a dog upwards of 30.
Are those who've been given betas of MMF2 allowed to say whether it's been running slow or not?
Perhaps just say "DON'T WORRY" if it's fine, or "WE CAN'T COMMENT" if you're not allowed.