Ok, I went through and tried to make a mod start to finish in it.
It's nice and quick to lay out objects in exactly the place you want them, but it's slow to have to copy objects. Most mods will be mirrored from the perspective of uke and tori (ie, a sword each or something) so a quick way to copy the objects from ukes hand to toris hand for example, would be good for people new to making mods.
The fine tune slider feels a bit unnecessary and adds to the slightly cluttered feel of the menus.
The triggers might not be working (or I might have been doing it wrong). I had a mod where uke and tori had a dodge ball each and there is a target behind each of them, I set the ball that uke held to group 1 to collide with group 4 and for uke to win. Tori had a ball in group 2 set to collide with 8 for him to win. The goals were set to group 4 behind tori and group 8 behind uke. When I threw ukes ball at toris goal, it didn't trigger a win.
I know you probably don't want to redo the trigger system, but a better way would be a "lock and key" system instead of the current one. So you simply have 2 settings, like
lock <ID no.> <result>
key <ID no.>
So you chose an ID number for the lock (1,2,3,4,5 etc) and a result (0 draw, 1 uke wins, 2 tori wins). Then you just chose the same ID for whatever object or body part you want the key to be, and when they collide, they "unlock" and the result is played out (in the same way it currently does). You can do everything you can with the current system, but it's simpler and more intuitive.
I've used the triggers in quite a few mods before this and it's incredibly complicated to set them up right.
The export mod command doesn't work, it just saves it as modmaker.tbm. A standard load and save button would be much easier to use.
With those changes I think anyone could pick it up and start making mods with minimal instruction.
Last edited by ClockworkMonkey; Jun 7, 2012 at 12:10 AM.