Thanks for joining in but kind of proves my point that you can't possibly have gone through a whole project with an artist working beside you... or he would tell you pretty quickly why it's so tedious and time wasting trying to update animations.
I've worked in the industry for 25 years, from adventure games on the Amiga, Tomb Raider 1 and 2, pc, xbox, ios titles... I used to design our in house tools with the lead programmer on Tomb Raider.. the only reason I'm saying this is just to give you some perspective on how well I know how these things should work..
Once the animations are stored in separate folders the artist has no choice but to perform an export from his art package for every single one of these folders... so if your character has 12 animations - 12 separate exports, 12 times double clicking on folders 12 times selecting yes - overwrite files... 12 times changing the frame range (say the jump anim is frame 6 to 12 ) then back again..... 12 times ... every time you tweak your sprite - you get the idea.
where if all the files were in one folder, all the animations for the character were named hero01.png, hero02.png...//...hero32.png you can export the entire animation in one command, the entire range of frames for all the animations! Then construct just knows that the run animation is from hero12.png to hero20.png for example.
Then pop back to construct (in your reply you say just overwrite the files, but then, officially are you not suppose to go and find the sprite and choose "reload from disk"?) and refresh your sprite. Job done.
I've tried using sprite sheets, that's worse. There is no way of just updating the sheet the sprite refers to, because it too stores them as individual frames in individual folders, if I could just overwrite a single sprite sheet image I would. The only way you can update a sprite that uses a sheet is to reload the sheet for each animation and redefine the range for each animation.... very painful.
You say just overwrite sound files... yes but what about generating the .ogg and m4a files? So I have to generate them myself then overwrite them manually. That would work. But the manual says nothing about updating your sounds... because really there is no way, just a bodge, overwrite and generate the other formats yourself. Maybe should mention that in the manual. Which by the way I think is excellent, well written and well laid out - I mean that.
Construct is so nice and a joy to use in places... I just feel that it has not been tested thoroughly, it seems as though using a community for testing and improving is the way tool developers (and game developers) do it these days. But I'm not paid to test and debug it am I? Why should I take up my time testing and debugging something that I've bought? Wasn't that suppose to of been done already? - I understand there has to be a little flexibility with this... but it shouldn't be relied on as the main way of testing.
And the other oversights and problems? - I've got to get on with some work, I've spend enough time on this already...