— summed this up very nicely.
jbr190 ... ... your argument is flawed. Just because you are using code to make your game, doesn't mean you have to make everything ground up. .. and what, you think you are smarter than the guys who made fez, aquaria, starbound, super meat boy, spelunky, dustforce, and braid? The only game in that list that you can make in construct without coding is... ... ... none of them, you can get close, and make less polished approximations.. . Also, the only time event scripting is faster than straight up programming the SAME exact thing is when a non-classical-coder-programmer tries to compare the two and concludes event sheets are faster. Don't get me wrong, I'm a visual kind of guy and prefer event sheets, but I won't try and say they are faster. As to this statement: "I come up with crazy ideas and there is always somehow a way to add them in C2." I can safely say you may think your ideas are crazy, but they aren't pushing any envelopes (mechanically speaking)... No offense, but construct 2 is only good at implementing typical games (mechanically speaking) unless you delve into the sdk (traditional code!). There is no way, for one thing, you could get anywhere close to adding collision detection and resolution for a physics system using events sheets. That would end up like a redstone computer in minecraft, lol.
And behind all of what you do in construct is an amazing programmer in a traditional code environment. You can just as easily stand on the shoulders of giants regardless of whether you choose to program in visual event editors or traditional code. But currently, in general, the coding environment usually affords more power and flexibility. Once you know it inside and out, it's faster too. In the end, I like event sheets because I can stay focused easier and don't get lost in a sea of text, but they still are weaker. That may change. I am sure someday we will have a grand visual coder with all the power of lower level languages... but the advantages of an event sheet. anyway...