I still do prefer cloud services as I've used Google Docs to create all my Game Design Documents, presentation materials, and drawings. After which, I could go to any Internet connected computer terminal, log into Google Docs and access the material in the cloud to further work on it.
Cloud services are a good to have feature that's popping up everywhere. I must also add that this is a great "best practice" for indie developers. From here, I can share all my docs to any co-programmers working on the game project.
Now, wouldn't it be excellent if Scirra allowed us to share our code with co-programmers. Another programmer could then check in the project and make his code changes, after which he checks out and someone takes over the job - 24 / 7 round the clock game development.
Talk about AGILE!
necromaster: When you save your project as folder, the files are XML which means, text files that you can put on a repository system like subversion or even github I believe (in the manual entry about saving and sharing projects).
Talk about agile, you already have it from the very design of the project format of C2.
Also C2 itself can be installed on a USB drive (for more portability of not only the project files, but also the software itself).
There are very few books if any (Construct has what, one? Two maybe?) very little documentation, and less history, and for the most part most of the communities in this realm make mostly tech demos as none of us are entirely sure yet just how far we can take these systems, even though making a full game is easily possible and has been done a number of times.
MrMiller: With the manual, the tutorials, the very forums and the number of Scirra's blog articles about C2, the examples shipped with C2 in the folder "examples" and even the section "Example games" in the arcade which let's you often download a commented capx with the game; I don't believe it's a fair statement to say it is very little documentation in regards to a lot of other engines/coding language.
Also, as you said, it has less history, and in regard of the little time C2 has been around, it has quite a fair amount of clear and useful documentation imo, and some more gets added on a daily basis.
Of course if you compare to one C++, you'll have a difference on the mass of documentation you can find. But C2 hasn't been around for 20+ years, and as you mentioned, it helps already having notions/concepts and how-to
knowledge to have stuff done in C2.
But also, the entry bar compared to general coding language is that you can focus on concepts related to game making (you don't need to know exactly how RAM management works to make a game with C2). In that regards, it opens the "target" to, like Rory said even ppl with no knowledge of how to program just yet.
Truth is, they'll learn as they use C2. Without even necessary noticing it themselves.
From the moment you're starting to talk about variables and instances, you're programming <img src="smileys/smiley4.gif" border="0" align="middle">