Most wanted/least wanted in MMF3

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • I'd want Global Groups inside the Events List of every frames Event List.

    I'd have to say no to scripting, because i think scripting takes focus away from making all the power available in clickable language...
    I think it's easier to have a user do all the work coding. It's harder to have a program powerful enough to allow scripting power in the form of easy to understand drag and drop/clickable language, that's why you see so many scripting only game maker tools and very few MMF like programs.

    At MMF's current complexity, i don't see the need for scripting, the only benifit would be to shrink the exe size and file size... Other than that adding a scripting language would probably just bloat MMF needlessly.

    If everything you can do with Gamemaker via it's scripting language "GML" were possible without "GML" Gamemaker would be taken more seriously.

    As it is no programmer would use Game Maker who can program fully in C++ etc.

    Please login to see this link.

    Edited once, last by 00J (May 2, 2012 at 5:25 PM).

  • Although I wouldn't go so far as having a scripting language, I think that having some logic constructs like used in Alice (alice.org) would help streamline some of the more bloated/less user-friendly aspects of MMF2. It also wouldn't change the event-driven nature of the software (they could simply be used inside events to limit event repetition).

  • It will pretty much need support for Please login to see this link., as Windows 8 is coming out soon, tablet users can't launch desktop programs, and some people might choose to only get new stuff from the Windows store (but continue to use desktop programs they had already bought for older versions of Windows).

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

    Edited once, last by happygreenfrog: Forgot to mention that Windows 8 is coming out soon. (June 12, 2012 at 7:28 PM).

  • A 2013 release.


    Most or least wanted? I'd say that a non-rushed, high-quality release would be at least 10x better than a 2013 release if a 2013 release meant that it was rushed and buggy.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • This all leads to why I see so many posts or reference to MMF3 (which I just call MMF) to be "coming soon" ...

    I've got to say that I've been able to see that "MMF2" has been around for at least 6 years... What makes people think it's soon:

    (A) Because after 6 years, it's just logical that "it's soon".
    (B) Just a wild assumption.
    (C) ClickTeam has said something I have missed.

  • As I said on the HTML5 SDK thread, MMF3 should really be able to understand plugin's edittime side in the language of the runtime itself.
    For example, for the HTML5 runtime, MMF3 should have a Javascript Interface to the C++ API.

    This thing is REALLY important since every javascript developper may not know any C++ language (and the same thing for others languages).
    I've already developed 10+ javascript plugins for another program but I can't actually translate them to the MMF2 interface since I can't manage the edittime part properly.

    The EDIF exists, but (even I can't figure out how it's working right now) it sounds like a SDK where you won't be able to manage correctly the edittime part (e.g plugin's properties).
    This is actually really frustrating for me and hopefully you guys will make sth for the future MMF3's third-party developers.
    Thanks :)

  • The edit-time side of extension development is definitely a problem, and it's something we intend to address in MMF3.

    That sounds good, i haven't been using MMF2 recently but i have made a few extensions however they didn't really have much in the way of edit-time options so being able to easily make those would be great.

    For the edit-time one thing i always thought was missing was sub-folders (Multi layer folders) for objects, hopefully that will be in the next version also.

    On the subject of edit-time data it would be nice if we could make edit-time only plugins also. So for example there would be a api which allowed us to get the currently selected objects to an array and then randomize or tile the positions and so on. Unity allows this and i think it gives that editor a lot of power because people make that type of thing and also more complex things like path/curve editors where there is also visual elements so maybe if MMF3 does this also you could have a surface which coders could use to draw/blit geometry and text etc. That would allow coders to make custom tile editors etc in the main program with ease rather than the need for external tools.

  • I could add a lot, but the two main things that would benefit the growing MMF community (and I'd say necessary to attract new blood):

    1. Physics

    2. Particles


    These are Please login to see this link. Please login to see this link.Please login to see this link. that we already have...

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Since I was the most recent one to post:

    Quote

    I could add a lot, but the two main things that would benefit the growing MMF community (and I'd say necessary to attract new blood):

    1. Physics

    2. Particles

    I mean a "real" particle system. That covers lots of types (and configurable so that users can share effect designs, fire, smoke, sparks, explosions, etc.)

    happygreenfrog I disagree that we have those already. Pseudo physics/particles (workarounds) are not really, "the real deal". (See note below). :)

    Outcast & Shawn: Yes, cross platform is another specific detail I left out. I do mean iOS/Android. (Though most of my stuff will be iOS, of course until Android exporter comes out.)

  • For the edit-time one thing i always thought was missing was sub-folders (Multi layer folders) for objects, hopefully that will be in the next version also.

    ??? Is this not already possible? Both the frame editor and event editor have their own separate sets of folders.

    Working as fast as I can on Fusion 3

  • built in physics engine of some kind, aka something better then pinball movement :)

    Nearly everything else is already good in mmf2, I'm not a huge extension user and always go with as much stock as possible, so something built in to handle physics would be nice.

    Maybe some new method of pallet control for sprites also, so we can make a greyscale sprite and then apply any pallet we want in real time to it.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!