console
I think it is likely that the Xbox One update to Windows 10 will make it possible to publish HTML5 games to Xbox One, but we are holding off on making official announcements about that until we know for sure.
it could also be described as a top-down FZERO, which the SNES could handle
Obligitory "my SNES could run this", obligitory reminder that as far as I can find the highest resolution mode of the SNES was 512x239 8bpp which is 122kb per layer vs. a modern 32-bit 1080p game which is 8mb per layer or about 68x more bandwidth. Assuming you have the background and four own-texture layers, that's 340x as much bandwidth, not including higher-resolution textures, plus rotation and scaling, plus no sprites-per-line restrictions, plus transparency and alpha blending, etc.
Construct 2 games fail hard on Mac OSX and Linux with games over 500MB, and most of that size is soundtracks.
Maybe that's a NW.js issue, but it's surely solvable. I know that recently there were bugs that combined with the slow NW.js release cycle has made for a lot of waiting, but I think it is pretty clear that NW.js should soon be back to working effectively, and that's a far more sensible option than burdening ourselves with a multi-year fork of our engine.
it's roughly a 2.4GHz dual-core Intel CPU with Intel HD Graphics 4000 GPU. Do you use a device with these specs when you test the examples people send?
Yes! And the bottleneck on that kind of device is the fillrate on the weak Intel GPU. Which is a hardware limit. Which means making a native engine will be no faster at all. So that's actually a pretty good example of why making a native exporter is completely futile for improving performance on that kind of device: WebGL is basically already performing identically to a native app in that case. Intel CPUs are pretty strong even on low-end models, meaning the overhead of Javascript is really not an issue. The GPU fillrate is the real issue. Intel GPUs really suck. That's not our fault, or HTML5's fault, or Chrome's fault. It's just crappy hardware.
I really think some people have the impression that if we write a native exporter, hardware specs will magically increase.