Yeah, it looks exactly the same in Construct. Construct is using a lot of the same algorithms anyway - even the post processing, like the sharpen filter or the color correction is identical. That was the whole idea, to concept and storyboard the game in Photoshop and then bring over the assets to Construct. If you see the runtime and those screenshots side by side, you wouldn't be able to spot the difference. The runtime looks a lot better, IMO, mainly because you get that fake 3d effect through parallax scrolling and image offsetting.
<img src="http://www.thomasmahler.com/files/construct/images/lake.jpg">
And it still runs at smooth 60 fps. I love turning on motion blur, but things go crazy when you use motion blur - like, the transition effects stop working and sometimes you get severe slowdowns. Hope that's fixed with 0.99.
But motion blur adds something to it that makes the whole thing look like a painting come to life. Motion Blur going grazy and costing quite a bit of performance and the fugly text rendering are the only things that keep giving me headaches now.
The animation is still quite fake'ish with trees blowing in the wind through the use of sine waves and stuff, but it actually works better than I thought.
I'll try to make a video of it soonish
Edit: Cause someone just asked me - The bloom is actually baked into the sprites, so it's not being done in realtime. I've seen some examples of that (like the blur horizontal, blur vertical solution), but ddn't think it'd be efficient.