I also bought the book+demo, and on startup, it downloaded all standard objects from clickteam, and installed them. I really can't see why the TGF2 extensions would be any different from MMF2's extensions, if TGF2 is just a stripped-down version of MMF2. I dunno.
Wouldnt that kind of be a step back from the original TGF though? Perhaps they should add extension support, but limit it to what program languages can be read after its compiled into an actual extension. Perhaps limit the power that a TGF2 extension can perform... they did it with TGF to MMF, why not keep that same limitation live?
It's not really a step back if TGF2 can do everything that TGF can do out of the box (or after downloading) TGF wont get any new extensions and TGF2 wont be able to use new extensions.
I think CT will be able to create extensions for TGF 2, just they get to control which extensions are for TGF 2... It is just that a third party can't directly make an extension for TGF 2, without CT's say so.
I imagine that the extension set for TGF 2 will still be limited compared to MMF 2 standard, so I advise everyone to buy MMF 2 standard or atleast try the demo and see which is right for you...
remember that TGF 2 can't even do alpha channels... It is meant to be an introduction to click products, so if you are already into them, then there is NO reason not to get MMF 2.
You have no idea what you're talking about, eh? They said that MMF2 would cost about as much as the current MMF. That means $99 for Home, and $299 for Developer, more or less.
What functionality are we losing however, if we just get the standard copy of MMF2, and not the Developer? The whole royalty thing is understandable, but I dont want to lose out on major features I've been waiting for, just because I dont have $299 right off the bat.
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:
Alpha Channeling
Flexible Frame rate
Runtime Rotating
MUCH better performance
Ability to use my extensions (especially MooClick!)
Etc...
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, that’s 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 I’ve heard) MMF2 will support MMF1.5 extensions. Mainly because it will hurt a lot of backwards compatibility with MMF2 if it wasn’t 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 don’t 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 isn’t 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.
@vortex2: No duh, the point I was making is, even if Alpha Channel is ported into MMF2, the POINT to keeping it as an extension, is absolutly VOID, taking into consideration MMF2's active objects will have all the abilities of alpha channel object, but it will be much cleaner! It was an example of what you would need to do if the extension WASN'T available in MMF, or in my example... if the feature was ALREADY available in MMF2, so you hand transfer everything the extension did, into MMF's built in engine.
It's to get attention to those words, it's not like it's a huge deal though Wong, not worth being banned or even warned over if you ask me. Atleast not compaired to what people are already doing here, and getting away with it.
Well there are plenty of other examples, such as CallDLL (one that won't be in MMF 2). I was just trying to help, there is no need to make everything bold and all caps, I can read.
That is a shame though. While all the new features and great additions I can see while using the MMF2 Developer demo right now... Paying £230 for the full version... hmmm yea... I'll really miss being able to work with
Binaries (Binary Object),
ZIPs (Zip/Unzip Object),
Sound Levels for Visuals (DMC2),
Working with the registry (Registry Object),
Properties of files (Property Object),
Adding Winamp Support To Games (Winamp Object),
Using the SystemTray (Tray Icon Object),
anyway... I know alot of those objects arn't related to game creating, but creating unqiue and different applications seems somewhat limited in MMF2 now. I hope developers will convert their objects to work with MMF2, or maybe Clickteam can work on converting the extensions themselves, especially if the developers have given up on their extensions.