Looks like irbis has yet to learn a fundamental lesson in gamedev: your creativity is held back by system limitations. Sure, who wouldn't like to have huge images not impact performance? It's not that people don't want it. It's that Construct can't do it. It's hardware accelerated. The engine you used in the past, RPVX or whatever it's called, could not do what Construct can, not even close. Construct is very high performance, but you can't use images of any size; that's the price you pay. Get creative and figure out a way around it. All of these old games that you speak of, they weren't created by spoiled developers who had infinite resources like we (practically) do today. If you were to see the things they had to devise and come up with to get around system limitations, you would leave gamedev forever, as it's a pure technical/mathematical/boring nightmare. Consider yourself spoiled that you can waste resources like crazy and get away with it. So what, you can't use a big image for a space scene. Make some starfield textures, rotate them, overlay them, slap on an additive blend mode, adjust the color filter for infinite color variation, and do the same thing with galaxies; you'll have a starfield which is just as nice, or even nicer than a painted one, at a fraction of the resources use, AND you can animate it, change it, do anything to it with events. More work than drawing? Yes, but that's the price you have to pay to make a game. Anyone who makes games does this. Your not going to get your big image support, it's not something that can just be added. If you want to use Construct, then learn to work around it's limitations, which quite frankly, are few and far between.