Alright, so I'm considering using Construct to sculpt out an engine for a platforming game. It's been a while since I've used construct and the last time I did, platformer support wasn't so great.
There will be moving objects in said game and this is where most platformer problems start out. Before anything, the example source and exe.
Two minor things, one is that default collisions from the side/below a moving object still feel a bit buggy in the sense that you will detect a collision half of the time and in the other you will shoot upwards through the platform. Second, I'm guessing the engine is trying it's hardest to match the player's x,y coordinates with the platform but you end up with the player sliding to the left of the platform and if it's moving up and down you get juttering. I'm aware that you can throw in every dectector trick in the book to get this working right but this should have been built in really, that or I'm not aware that you can give a platform a moving behavior without that heartache. (Honestly I'm not too familiar with the new detection methods that Construct can use so if someone can toss me a bone there that'd be helpful as well)
Now for something major, as an unintended side effect of moving the window around this will actually affect the platform's behavior ingame. You can try it, grab the window and the game itself will pause as it should but it appear that the variables don't. When you let go you'll see that the platforms will have moved to new coordinates and this is pretty game-breaking. I'm sure you can force people to play fullscreen to stop this but the option of playing in windowed mode is always sought after as well.
Those are just some concerns so my questions are:
Is it possible to use Construct in a production type scenario for a platformer game.
If yes, how can we remedy these issues?