Hernan: I'm displaying text all over my new game, sure, I can handle the workarounds you suggest, but I'd have to myself handle letter-sizes, iterate through stuff with fastloops to render text, handle word wrapping, etc.
Standard operations that are done all the time just need to be very convenient, I mean, I can with events make an active object cycle through it's animation frames and split directions up in segments of animation frames, but I still appreciate that I can just set an animation speed and direction and have MMF2 do it for me. Even the advanced user will often prefer a simple solution over an advanced bloaty one. C++ code is faster than MMF2 events, and Saira is as optimized as an MMF2 game gets, yet I'm REALLY pushing MMF2's limitations here.
I mean, one could argue the same about fastloops, that MMF3 don't need "for each" because spreading an ID and using fastloops works just as fine. A more advanced user will know that if you spread an ID over 100 objects and iterate through them, MMF2 will have to perform 100*100 number comparasions to select the object (every object per each iteration), so the CPU consumtion curve increases exponentially.
I don't like when people say this is the type of stuff that "beginners" need. This is about efficiency, I'm no beginner, yet this is an extension I'd love to have.
Edited by Nifflas (11/02/09 11:59 AM)