Thanks.

And if it puts you to sleep, I don't know whether that's a bad thing or not... menu music is supposed to be background music, isn't it? So it can't really be energetic...

Maybe I'll use it, maybe not... depends of whether I'll find a good composer or not.
Oh, and GM8 Beta, you say? I didn't know there was one. I'm going to try that out immediately!
EDIT -> The site where you are supposed to get the beta doesn't load. XD
EDIT 2 -> It still doesn't load, but since people are saying that it's faster than GM7, and with the added support for transparency ( that's about time ), I'll certainly try it out. I see he's also changed the colors in the code/script editor. In GM6 and 7 there was a way to change them. Is that still there now? Can you still change the colors so they match the old ones?
EDIT 3 -> Come on, it STILL doesn't load... -_- Oh, and it looks like Softwrap will not be involved in GM8.
EDIT 4 -> It finally loaded, and I downloaded the BETA to test my game on it. It works fine, faster than normal! I used to be able to run the first part of the first level at 180FPS, but now I'm able to run it at 300FPS! That's quite a major improvement...

I also like the transparency support.
I had some problems while trying to get it working though:
- sprite_get_transparent(sprite) got removed, but that's okay, I barely used it. I'll have to change something to my "waving" script which I used for underwater plants.

- Timelines seem to have stopped working for some reason.
- Alarms don't run as well as they did before. They sometimes stop before reaching the end. But that's okay, because I was going to use step timers instead of alarms anyway ( timer variables in the step event work a lot better than alarms! ).
Right now, I'm going to report some issues...