I'm sorry but this is very frustrating to me. I'm trying to make a decent looking game in a resolution less than 640x480 and when I have about 800 objects my computer goes to it's knees! This is unacceptable Clickteam. When I look at FREE engines like Unity3D, there are much more complex engines at work and the performance is top notch, even with far more objects that use far more advanced movement or AI code in the background for each individual object AND I have a much higher resolution. If you want to sell a product for 300$ then please make sure it's up to par with other programs at least when it comes to game performance!
Right now I'm spending WAY too much time trying to figure out the best way to save performance on a game that should run on a SNES!! I have better things to do except waste hours and hours with no end to test my frame rate! I can run Crysis2 with perfect performance on my machine, but with your product my computer can't handle the simplest games?!?
How comes I'm making a fairly simple platformer and I even have to worry about stuff like performance with a frame with about 800 objects?! I can make a DOOM map with over 2000 monsters and there is no loss of performance whatsoever! And my engine doesn't have as much complex AI as the monsters in Doom. So what is the problem here, Clickteam? How comes MMF2 is so poor with performance and you force your customers to waste so much time to make sure they have good performance even without fancy graphic effects?
Is it because it doesn't support multi cpu usage? If so, please get to that as soon as possible, because even my cell phone has a dual core and if MMF2 can't use this advantage, that it's a damn waste of performance and I (the customer) should not be forced to waste so much time on saving performance of a game that is so simple if you're the guys who waste all the potential of modern computers!
Thanks. Angry rant off...