Very nice thread, thanks a lot.
After 2 years, here are the only 4 features I miss compared to GameMaker or other engines. These are the only ones which make the C2 workflow slower, or less efficient than the GM one for specific tasks:
> Maximum size for exported textures. (<< the most important to me)
In GM, you can specify a maximum size for the sprite sheets.
It saved me a lot of time for the first version of Penelope when I was using GM.
Telling the software "convert all my 2048x2048 and 1024x1024 textures to 512x512 max and then scale them properly on rendering" is a superb feature for multiple platform exports.
Desktop version? Keep all in high quality for people playing in 4K
Web Demo or Mobile version? Yes, shrink down my HD backgrounds, the game as to be light to load faster or to run on low tech phones.
Having bad perfs on this system? Let's shrink everything to 256x256 max and see if this comes from the ressources.
Super useful. In the next months we'll see people playing in 720p AND people playing in more than 4K on the same kind of devices depending of how rich they are. Being able to make tests to find the best compromise seems very important to me.
> Automated spritefonts in C2.
The spritefont+ plug-in is very great.
But picking a font in GM and just say "yes, use this font" and let the software do its magic on the characters spaces etc... is so much faster.
> Paths
I'm using multiple Sine behaviors on the same object to achieve something ok-ish, or a waypoint system if I need something complicated, but most of the time, a simple Path system would be way, way more efficient and faster. The path editor in GM is pretty basic, but saves a lot of time for UI, cutscenes, flying enemies, visual effects like lullabies etc... With a tween param, It would also prevent the "let's use the lerp function even if I don't understand it that well" popular mistake.
> Oriented particles and particles preview without waiting for your full project to launch. I guess it would only be useful to graphic artists, but the particle system is close to great, but not there yet. At the end of the day, waiting one or two minutes for each small edit and the lack of oriented particles force most of us to use standard objects for visual effects, which I guess was not intended.
Thanks for reading!