I shake my head or chuckle every time someone talks about some particular feature being different/fixed in SGDK2. Why? Because in my mind SGDK2 is so incomprehensibly different from version 1 that it boggles my mind to try to compare them (although some comparisons can be made). SGDK2 is rewritten from the ground up with a whole new design, and it's almost surprising to me that any similarities can be drawn at all. But with that said, here's how SGDK2 will compare with respect to this particular anomaly:
SGDK2 will not have a design time environment that is similar to the run-time environment. The file format for a project that is in-progress will also be completely different than anything that is delivered with the compiled game. In SGDK2, when you are designing/developing a game, you will be saving your data in an "SG2" file, which is an XML file with all the sprite names and layer data and various pieces of information in it. When you run or compile the game, it will be converted to C# source code and compiled. The C# source code will convert all your sprite names to variable names, and the sprite data to literal arrays, and all your graphics sheets to embedded resources and all your layer data to embedded binary resources. Then the project has to be compiled to run it. So when you deliver your project, you will probably just be delivering an EXE file -- no bitmaps or text files or other sorts of data files. So you see the runtime and design-time environments for SGDK2 will be very different from each other and very different from version 1.
... in case you're interested

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