Question is, what limitations exist between Developer and Standard MMF2? Are they forcing everyone who wants MMF2 for what it really is, to get Developer? And just making MMF2 Standard a minor performance boost from MMF1.5? I want things like:
Flexible Frame rate
MUCH better performance
Ability to use my extensions (especially MooClick!)
I'm not interested in the royalties of being able to sell my game without the MMF logo. Hell, even if I had those royalties, I'd prolly still throw a pitch over to Clickteam, for giving my a program with that much power. I feel like more people should know about the program, and what better way to do that then to make a great game, and let people know how you did it!
Anyway, on that page you sent me Shab, it shows in the object list, MooClick, and MooGame.
Not trying to prove you wrong for self gain, just trying to hopefully prove that MooClick will work in MMF2, thatís my favorite extension available in MMF, and I'd hate to lose it. We all know that we cant expect 3EE to release a version of MooClick that works with MMF2 if the original didn't... from what we all know, they stopped working on it completely.
According to Clickteam (from what Iíve heard) MMF2 will support MMF1.5 extensions. Mainly because it will hurt a lot of backwards compatibility with MMF2 if it wasnít able to open games, because MMF2 has the ability to do, what MMF1.5 required extensions for. Without seriously stripping your game down, you need some way to get the game INTO MMF2, so that you can replace the MMF extensions, with MMF2's built in stuff.
Not only would you want to load up your old projects in MMF2 just so you can replace the MMF Extensions with MMF2s built in stuff. But extensions like Binary Object, Zip Object, Winamp Object, System Tray Objects, Virtual Key object, Registry Object, Base Convertor object, etc etc are all very handy in making advanced Games and Applications.
If i spent $299 on MMF2, opened it, installed it, starting experimenting straight away to only find out, I'm missing alot of MMFs functions and abilities due to extension problems, i'd be pretty annoyed.
" The main "advertised" difference is that developer can make MDI applications. "
There was an extension to do it in MMF1 anyway, never tried it though, and they possibly mean its alot easier and more reliable to create an MDI Application in MMF2 then.
Regardless what the file extension is ".cox", I hope you can use old MMF Extensions, but the rebuilt MMF engine and what not, makes it sound like... It just won't work unless the developers re-create all their extensions again to work with MMF2.
MMF 1.5 extensions will NOT work in MMF 2 directly. You can place them in an MMF1 folder to be able to open your projects, but any extensions that have not been recompiled using the new SDK must be replaced.
So in other words, the extension creators have to recompile their extensions in order for you to be able to use them. Also MMF 2 extensions aren't cox files anymore, it has been changed to avoid this confusion.
You can still open up projects that use extensions that haven't been converted, however you will have to replace thoose extensions before you can run your project.
The Moo extensions have been converted and work fine .
Alright, conceder it this way. TGF extensions can NOT be used in MMF. That is why we have MMF versions of all the TGF extensions. However, for numerous reasons, MMF2 will let you open your games from MMF 1.5, even if you donít have the MMF2 version of the extension. This is so that if incase the extension you want, is not available in a direct translation (mainly because most extension developers have discontinued support for them), you can change over by hand to an extension that does the same job, but isnít the same extension (different enough that MMF2 will not accept it as an update, but a completely different extension).
An example of what I mean by hand translation is alpha channeling. In MMF, we have an extension that makes alpha channeling possible. However in MMF2, it's built in. So MMF2 WILL open with the alpha channel object, this is so that we can change the alpha channel object into an active object, and then move all the events used on the alpha channel object, over to that active object. All this, without having to go into MMF 1.5, delete ALL your events, then go into MMF2 and REPROGRAM it all back in.