Its kind of a "Field of Dreams" kind of thing where they have to ask if it's really worth it financially. While it would probably lend itself to other types of games, for now at least it would be very niche, although I would say a very healthy portion of 2d games are platformers.
A third party editor for making maps is doable, it just doesn't lend itself to the workflow, and I don't see someone putting the time needed into one unless they went commercial. Then that person would also have to ask "If I build it will they come?". Then there would be a ton of debate on what features it should have.
Of course another option might be a community based editor where it could be forked for specialty enhancements.
Also I don't remember a 3d demo, I bet that was Yann.
Agreed with everything you said.
I know quite a bit with regards to JS and the SDK, but there are many problems.
Many plugins can't be made in a user-friendly way because the IDE isn't extensible enough, and even if the IDE could be extended, third-party addon's poor image makes me uncertain whether it would be a good idea to actually make them (would I ever see my money back?). Nowadays I'm not doing much with C2, since I've started making more money with database work than with gamedev work, so I no longer have any incentive to create addons that boost my own productivity - I was hoping the store would fix that, but now that it's not accepting plugins/behaviors I'm a bit bummed out.
Here's a list of a few plugins that would greatly enhance level design, but can't be made due to IDE restrictions:
- Path movement (displaying the path in the editor)
- Better tilemap editor (with ability to set obstacle map, animated tiles, setting properties for each tile)
- Isometric map editor
- Interface creation tools/modular components
- Boss/enemy patterns (finite state machine or similar)
None of those can be made without including external tools that, like you said, don't fit well within the workflow.
Ashley already stated he will look into updating the editor for construct 3. We'll see if that allows for better third party complements.