Multimedia Fusion 2 on Steam!

If you're a Steam user like myself, you might already know about Steam Greenlight. If you're not familiar with it, basically users vote on games and software (usually indie developed) to be added to the Steam library for purchase.

If possible, you guys should support Clickteam and Multimedia Fusion 2 and help get it on Steam. If the application is greenlit, Clickteam is thinking of possibly changing the pricing, so if you think MMF2 is too expensive, then I suggest you take this opportunity and vote. =)

A bit of a postpone

This is in regard to the next test build. I've mentioned this already, but I do appreciate the help and support I've been getting the last couple weeks. I've been hard at work addressing the issues and suggestions received and the next build is pretty much already done.


While I have spent a great deal of time making numerous internal changes, they do not quite show in the perspective of the player. The last test build (Build 039) was already quite barebone, 040 is not very different. Because of that, I've decided not to release Build 040 and instead ask that you wait for 041.

If all goes well, Build 041 should have enemy and/or boss systems in place. The engine is nearing completion so I will not be making a habit out this.

Importing Objects

Sup all,

As the X Editor is now, all objects (this includes things like platforms, doors, boxes, or whatever; basically anything you can interact with in someway) can only be selected from a pre-implemented set of resources. Obviously, this is a big issue when creating creative and personal levels. For the last few weeks, I've been trying to remedy that.

Starting Public Testing

This might get a bit lengthy...

Due to me having slown down dramatically, I have been unable to follow up with a lot of my testers and have lost quite a few of them. I've decided that the privacy curtains on this project need to be lifted, so that testing can no longer be bounded by the thing I'm so very lacking; Time.

X Engine Testing

Please read instructions carefully before posting anything.

A little something...

Glad so many of you are still interested after my extended absence. I don't quite have the time to work on the X Engine as much as I did prior unfortunately, though don't think that means I'm stopping. Just that progress will be a bit slower.

Editor UI Changes

Hey there everyone. This weekend I finished off the changes to the latest build of the X Engine, so if you're a tester and haven't noticed it yet, go check it out.

I've yet to release the complimentary editor build, as I'm still working on it, mainly ensuring that everything is usable. I've done some very small changes to the user interface to help with that.

Progress Report

Greetings all! How has the new year been treating ya? Apologies for being absent for the last few weeks, I've been extremely busy. Small post this time around but I feel I should share what little tidbits I can.