I did not mean to offend anyone, I love the software and I would use it to learn others how the process of making games actually work. And I would definitivly buy it if I was going to use it more than this time, because its really cheap if you are going to use it regulary.
The problem I am having with the audio is how you manage your audio. I know it is easy to import sounds, it even converts it for you, and that is wonderful. But when you for example have two different playable characters, and the different characters have different sound, you need to define which sound each character should have. This you do in the character selection screen. My solution so far is to use global variables to define character properties. When there is 8-9 different sounds per character that becomes alot of events. I originally wanted to make it choose between 2-3 sounds to play when hit but could not do this, but thats for my other point.
The tag system, its ridiculously hard to have control over. For example, if I would want a mute button in the game I would need to mute by tags. And if I want to unmute I need to do the reverse, 3 events right there, and you can only mute the last sound played or by tag definition. But coming to that later. The tag system is just hard to manage.
I know I might be overdoing it with my game, where I have 3 different characters, random power-ups, 1 special per character and each one have 8-9 different sounds. And since I only have some graphics to fix and fix the audio on each character, I felt frustrated when I wrote the topic. Hence my semi-raged babbling of non-coherent critisism about this great software.
I have tweaked, cheated and chopped away in every way I can to minimize the number of events I have without destroying the game. And I am fully aware that the free version is to make me want to buy the full version.
About the playing between different sounds when the player gets hit by something. When you have three characters, each have two sounds, and each have to play them randomly when hit. I have thought long and hard on how I can do this in C2. I tried setting a global variable, randomly change it every tick or every X seconds. But then I had to change the names of the sound, and that does not work when you have three characters. I could name the sounds like this:
Player 1: 1 and 2
Player 2: 3 and 4
Player 3: 5 and 6
And when player 2 is selected only sound 3 and sound 4 would play.
But that does not work in the long run when I need to knit in more sounds. And furthermore, it did not work when I tried it. I could also make a long detour with two or three variables and two or three events to make it work, but then again what about all the other sounds.
Then the tag system. It works, sometimes. When I tried to make a mute button I had to make it mute every tag I had defined. But it still wouldnt mute it. Setting the volume to -100dB worked somehow but still just on the last sound played, not on the sounds that where tagged. And to figure out which sounds belong to which tags you either have to memorize it or write it down or check each sound.
It would be much better to be able to put sounds in different groups and sub-groups. It would also be better to change the "set to muted" to "toggle mute". Making it a toggle function can save so much work.
I have many ideas on what can be improved, but still it may be to much work for the developers and it may not even be possible since I do not know the limitations of HTML5.
But I hope this brings some light on my idiotic rambling from before.
I would definitivly buy the software if I was going to use it more.
PS. Variables are not events by any means, sorry but they arent.