morciu: is a non BTA over 1 dollar ok?
EDIT: Just sent it to your pm. Got any tips on getting started making simple games with this thing?
Yes, I don't mind. I mainly wanted MMF2, already had Night Sky, and if I wanted Knytt Underground I'd probably just crossbuy it for PS3/Vita so I would have something to play if I get a Vita in the future.
Thanks a lot.
First of all it sounds like you have the right idea. You have to crawl before you can walk, and walk before you can run. You should start out with something simple like a one screen arcade game or a breakout game or something just to get used to putting default clip art library objects in games and using default movement options before creating something with multiple levels, drawing graphics yourself, custom movement, etc..
Second, pick apart example games and other people's work like a vulture. Go through the source code and try to figure out why it works the way it does. Make small changes to the level design and gameplay and see how it affects the game and if you can get it working properly.
Third, a methodical mindset is helpful. Play a game you like and while you're doing that try to analyze it. Think "how would I do this?". Think about the cause and effect and conditional responses between the player and the environment, npc/enemies and the environemnt, how scripted cutscenes and events work,etc..
Fourth. Try to plan everything out in advance before you even think of starting working on something. Decide on the story/characters/etc. in advance. Decide on a genre and stick with it, decide how many levels you want and how they'd work, try to have a clear idea of how the mechanics you'll use will work and how you're going to implement them. Resist the urge to keep sticking new levels and mechanics as you go. The more you plan out in advance, the easier and quicker it should be to actually work on it (barring unexpected catastrophes or something not working out as planned) and if you avoid the urge to make things up as you go along and stuff every single thing you can think of into one game you'll probably end up with a better more cohesive product and finish in a reasonable time frame instead of getting burnt out from continuously adding new stuff or going back and redoing things you've already worked on to fit in with new gameplay/mechanics and thus never finishing at all.
Also check out Glorious Trainwrecks'
site. They're a fan site for Clickteam products, mostly KNP though people use other software tools post twine games knytt levels etc, and celebrating the Klik spirit. There's some resources there (although they might be a bit dated since the site tends to focus more on KNP). And they don't mind rough/unpolished/amateurish work and providing constructive criticism and help on them, it's a site for the "raw"er part of the indie scene for testing out games with mechanics whose ideas might not work or be enough to carry out a full game or games that are deliberately bad. They love them! Heck IIRC, VVVVVV and Super Hexagon got their start as trainwrecks.
Also you could try the official clickteam site and forums.
I can't really say much about MMF2 in particular, but I think the main difference from older software like KNP and TGF is that MMF cut out the step through editor (which let you add conditions as they occur as you play through a level). But while that's bad for newbies trying to learn, the step through editor is a crutch and to do anything really interesting you would have to use the event editor (and MMF had more features with the event editor).