Looks interesting. It's quite different from how stencyl scripting looks. I find stencyl scripting to be by far the most approachable to my simpleton right side brain. That may be because it's patterned after MIT scratch, which was designed to teach programming to kids.
what's the status of construct 2, from the perspective of someone using it? I have some concerns about the html5 stuff, that said, I don't really know a ton about it. I also read in an update that they are putting C2 on "back burner" to work on C3.
Hah, well, your development on Stencyl and the few screenshots you've posted of the scripting they use has got me quite interested, and I'm planning on trying it out for a bit after Honey, so the interest seems to be going both ways :-D
As far as scripting goes, I find it really, really approachable to counterbalance the visual mindset I have. I actually have lots of trouble using nodal scripting stuff, as I tend to get lost in the aesthetics of the nodes themselves (yes, this has no purpose, and no, I can't seem to help it - it kind of made Maya unusable for me, for instance and pushed me away to 3DSmax back when I did 3D). The way C2 presents itself allows me to have the ease of use of those premade buildt-in toolsets, while still being presented in a linear "script" fashion. It feels like RPGMaker, except made to handle many more things with a lot more freedom.
All in all: it feels and looks like "normal" programming to me, without actually requiring syntax knowledge. The end thing looks like a text, which you then can organize as much as you feel the need to (you can lay it all out in the open, regroup certain blocks, etc).
Using any of the available features has an hyperlink to helpful tutorials, too, so you're never far away from explanations when you're using stuff you're unfamiliar with.
As far as the HTML5 side of things, it's actually quite enjoyable, I find: testing on browser is quite handy and allows access on a multitude of devices (I can even play my prototypes on phones, for instance, even though it's not strictly exported for that). The only limiting factor as far as PC dev goes are the shaders, but you have the node webkit exporter that allows for emulation of chrome if someone doesn't have the required browser. It's probably a lot more limiting when you're targeting platforms other than PC/some form of web access, but I'll let those who encountered that problem speak to that...
Even the problem I've encountered lately in regards to memory limitation is actually quite permissive - I've used images of any size (sometimes >3000px wide) without C2 complaining apart from a "do take care" notification, and the amount of unoptimized (yet) assets still doesn't pose much of a problem. As far as I know it feels really robust and handled anything I tried putting in without trouble, so I'm pretty satisfied!
I had heard that Noitu Love had some problems with Steam integration back when it was released, I don't know if the overlay integration would be better supported now?
I don't know what C3 will bring to the table either, nor what changes it'll do to current licensing models, but even if development for C2 was to be discontinued from today on, I'm fairly sure I could develop a whole lot of different genres of games without too much effort using the same quantity of HD assets I have so far, so that's a pretty good thing in my book :-D
What would your concerns about HTML5 be, so I could try to see if I (or anyone else) have more precise answers about them? Also, if you're interested, I could post more screenshots of other parts of the game (script+layout editor), so you could see how the overall workflow looks?