skydiving academy was made purely for hwa - 800-600 with decent performance, where to start, first off mmf2 is awesome, every negative point im about to list, remember foremost, its awesome.... AWWWEESOMMME.
The editor is either love or hate, if you dont like writing your code, and can manage the quirks involved with kliking, then cool, its bearable, be prepared for the occasional crash and you pulling your hair out wondering wtf is wrong when your file sizes get fairly large too.
HWA is still beta last time i checked, so alot of the cool shit doesn't work yet (fullscreen?), but its worth learning as I have faith clickteam will kick some serious ass on it.
The way game frames are setup in that you have to recode your engine for each frame makes developing certain genres very hard, anything that would span across several scenes that you would need to recode core functionality, or write your own level editor, loading system, depending on what you want to do.
Theres more minor shit, but ill skip that, PM me if you want the full list haha.
Okay good points!
Its probably the best prototyping tool I know off, especially for someone whos a artist primarily, the whole program is realy setup to knock out some sweet games realy quick in, keeping everything fairly artist friendly.
Java support comming is promising...
Theres lots of examples provided around, and extentions keep pushing mmf2 forward with extended functionailty, realy the most overlooked thing I think. Theres extentions out there for alot of shit, takes the effort out of doing alot of the ground work.
Another thing that no ones really mentioned yet is mmf2 compiles clean, all your icons etc are handled easily, all your graphics that are actives are compiled into a clean exe, music also, theres usually no wierd runtime quirks, its pretty much to guarenteed to run on most windows comps, saves you time fixing wierdass runtime errors, and keeps the whole application nice and compact.
pixel shaders
