Thank you guys. Like — said, I don't feel limited by C2 for PC. For mobile it's a different story. For instance, this adventure project would simply not work with cocoon or ejecta as it relies heavily on the XML plugin to load the game data. If fact it's kinda lame, the reason I went with a complex dynamic scene loading rather than having each scene stored in a different layout, was to get around the memory limitations of mobile devices. Turned out I introduced a new problem with XML.
Overall, I have two construct projects: a private one that I use to build the scenes and generate the xml file, and a public one, the engine, which uses the xml data to rebuild the scene.
I also created my own scripting system, also relying on xml. I just create my own script script in a text editor, then each action trigger a script. Scripts can be as simple as one line of dialogue, or more complex sequence of event, like when you try to look at the sky in the main room (character walk to window, says something, pause, turn around and finish his sentence)
The inventory works, I tested adding, removing objects and filling several "pages", the "up" and "down" arrows work. I just need to implement the actual "pick up" action, this is the next step
You can also take a look at my first prototype which was not an actual clone of the first monkey island but had an interface more like the one of Full Throttle and monkey island 3 (right click to bring up menu and inventory) : http://soletme.free.fr/PointNClick/
The particularity of this one is that it supported mouse/keyboard/controller/touch seamlessly, meaning you could start playing with the mouse as a regular point and click, then pick up your controller and move the player with the stick or use your keyboard arrows/awsd at any time without switching any option
I should get back to it sometimes next month, right now I'm working on my portfolio