New this build: an official AdMob Ads plugin for Crosswalk (and PhoneGap but not PhoneGap Build - see below), Platform behavior improvements with new built-in double-jump and jump sustain, the Amazon Appstore exporter is now available in the Free edition, and several bug fixes and tweaks.
The new AdMob plugin is an official plugin to display AdMob ads in Construct 2 games. It's based on code by Intel who have provided documentation on setting it up for Crosswalk (note at time of writing the page is a little out of date - the plugin is "AdMob Ads" not "Crosswalk Ads").
Currently the AdMob Ads plugin only works on Crosswalk and PhoneGap if you are building locally and add the com.google.cordova.admob plugin. It supports both Android and iOS. However it does not yet work on PhoneGap Build, because for technical reasons they do not yet support the plugin. We're trying to get in touch with PhoneGap Build to work around this.
The Platform behavior now has built-in support for double-jumps (one mid-air jump before touching the ground again) and jump sustain (hold jump for longer to jump higher). This should simplify designing platform games which use these features. They can both be set at runtime as well (so you can have for example powerups that enable them). They both default off so that existing games continue to work the same - if you want to use them, just change the setting in the Platform behavior properties.
It's worth noting how Jump Sustain works: it's the time in milliseconds that the jump velocity is sustained while holding the jump key. For example with a jump strength of 600 and a jump sustain of 0 (disabled), no matter how long you press jump, the player will launch at a Y velocity of 600 and instantly start decelerating due to gravity. If jump sustain is set to 200 though, the player can sustain a Y velocity of 600 without being slowed down by gravity for up to 200 milliseconds while holding the jump key, which makes the jump higher. By tapping the jump key briefly (so it's down for less than 200 milliseconds), a shorter jump is achieved, since the player starts slowing down due to gravity sooner. This can make for interesting mechanics where a variety of jump heights is necessary to complete the game.