Impressive stuff!
As I am using construct for a commercial game as well, let me give you some advice and answer some of your questions.
Making a map editor is completely possible.
If you're going to have between 300-600 MB of graphics, you're probably going to have to roll your own image loading solution. Construct can take a while to compile if there's a lot of graphics in the .cap. Each time you edit the graphics and preview the application again with that many graphics, it's going to take an excruciatingly long time for it to compile. As such, if you put all of your graphics in a folder and load them from there, it will go much, much faster, as the game will only load the ones you need when you want them. As for encrypting them, lucid's plugin "s" has encryption capabilities.
1. Attaching a shadow underneath characters is definitely possible, I'm doing it in my game right now. What you do is first, create the shadow object and give it a variable 'uid'.
Then put every object that needs a shadow into a family, let's call it 'shadowfamily'.
Give that family a variable 'shadow' via the family manager under the project tab.
Have two events:
if family's variable 'shadow' is equal to 0
- create sprite "shadow"
- set shadow's variable 'uid' to shadowfamily.uid
- set shadowfamily's variable 'shadow' to 1
event two
for each shadowfamily
if shadow's variable 'uid' is equal to shadowfamily.uid
- set position of shadow to shadowfamily
2. Yes, you can create objects from different layouts. The easiest way to get objects from different layouts to appear in all event sheets is to temporarily make the object global, then it will be accessible from every layout's event sheet. Remember to uncheck global when you're done!
3. The system object has an action that frees up VRAM, "load/unload layout textures." However, in the application properties, there is a setting for "load textures" - if that is set to per layout, then it will automatically load all textures needed for the layout at the start of a layout, and unload the previous layout's textures. There are a few new tips up about memory management on the wiki section on VRAM: http://sourceforge.net/apps/mediawiki/c ... ation_tips
4. I don't know of any way to do exclusively isometric pathfinding.
5. Yes, using the image manipulator, you can load images from disk and copy and paste images to and from sprites. One limitation at the moment is you cannot create extra frames of animation at runtime. You'll need to make sure that the sprite has enough animation frames before you compile.