GeometriX Yeah, definitely stick to it if you want the game to grow (consoles, mobile ....someday Hololens? <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> ). We love the event system too but have learned to love C# a lot more based on what comes out the other side.
This is a classic case of blaming GPU performance on Construct 2. If a game runs OK in SD, but is slow in HD, that's 100% down to the performance of the GPU hardware. A native engine would perform identically, because it's the same hardware. I have looked in to this in the past, and it usually comes down to crappy integrated Intel GPUs. There isn't much any game developer anywhere can do about that...
In native-based engines you have much more control over resolution, so we can render the effects and things on a smaller screen space, then use one clean up-scale render-to-texture to make that "HD" using a simple one-pass shader. It's used in emulators and many other popular games to make things look nice on much more hardware than WebGL supports.
I'm not aware of any performance issues relating to platform movements - collision cells should ensure that's fast. I'd be happy to review a .capx if someone made something demonstrating a performance problem.
The problem here is that it's really more than just Construct 2 being so frame-dependent (despite use of dT like crazy), JavaScript is really terrible and things fall through the cracks on anything less than gamer-hardware (which becomes worse as you enter the Intel CPU market which just happens to be the biggest customers of 2D games).
I really wish there was more free time/staff at Scirra to actually make a few full-sized games to prove the people who *are* making full-sized games wrong if everything is an event-only issue.
According to webglstats.com 95% of users have WebGL support now. Problems for the 5% may be tricky, but firstly it's a pretty small segment, and secondly there's still not much that can be done about it - Chrome does a lot to work around driver bugs, and if it can't run WebGL, it's likely that the drivers have severe stability issues. So those users are likely to be a problem anyhow.
Support doesn't mean it's fully working. A laptop from 2006 might have a version of Chrome that "supports" WebGL, but it'll run DirectX 9 faster than it every time.
I love Construct, ever since CC's early buggy alphas/betas and even now I still love it, but I can't afford the negative reviews and hate caused by it when someone with low-end hardware pays their hard-earned cash to have a broken game that I paid my hard-earned cash (and time) to have an engine that's perpetually broken (due to JavaScript + Chromium + NodeWebkit issues + GPU blacklisting and WebGL issues) to make it with.
Unity has the funds and staff to do extreme optimization on both native and WebGL, and here's their results:
https://blogs.unity3d.com/2014/10/07/be ... -in-webgl/
Native is nearly double Chrome overall, that's a big difference.