It also provides us all the advantages of starting from scratch, so we can improve things that were just inherently bad from design, like using TCP.
Then, yes, game maker forces us to use a fixed frame per seconds, pygg2 already has a fully working separated rendering and physics code, with interpolation.
And, one of the biggest things, it allows us to host on dedicated linux servers. This is a lot.
Then you have all the advantages of the better language for programming (Python is really a lot easier to use then GML, the only thing GML has more are a few unnecessary functions, and python is more powerful anyways, as well as a better license and support), command line hosting, etc etc...
'scuse me pals, holding the idiot ball for the night
Will python-developed versions of gg2 be compatible with the servers hosted on game maker ones, during the transition time and/or to test them?
Definately not. We're not even using the same network protocol (=network language), nor any similar system for syncing stuff.
we end up having to deal with external libraries and not built in functions, you know like a normal programming language
Ehm, the only external libraries we use right now are pygame for drawing. GG2 has it's own share of external libraries, like Faucenet, which we don't need.