Well, not to tell you guys how to do your job, but when the whole thing'd be like, 80% done, you should probably notify people in Mods so they can stop fidgeting with their pirated game maker 8.0s and start learning some other language so they can start mod the new, better version.
Python is a free programming language, so I'm not so sure if transition will be a problem unless you want to invest in an expensive python ide (if one really exists, nightcracker/orpheon have been using notepad ++)
Everyone is welcome to pitch in in development, you know, although I haven't done jack
In the beginning we have yes, but we've switched mostly to Komodo Edit (which is also free) because it allowed us to give a better overview of the project and it's files.
And about modding, I think we are going to try and make some secure modding model, which allows you to automatically play on modded servers without exposing your system to any risk.
Secure model or not, we can still allow modding as it is now without any problem, so yeah.
Automatically downloading is for a feature that doesn't ~have~to be from the start, we can always add it at the end.
Suddenly people think PyGG2 is a good idea.
I should work on my GML interpreter...

Maybe that's because it's a good idea?....
Well, not to tell you guys how to do your job, but when the whole thing'd be like, 80% done, you should probably notify people in Mods so they can stop fidgeting with their pirated game maker 8.0s and start learning some other language so they can start mod the new, better version.
We've already been telling to most modders informally that learning Python would be a good idea, if only to try to attract more PyGG2 devs.
But yeah, we'll do it officially as soon as it's clear that PyGG2 will replace gg2 soon.