I remember once Ashley posted a thread claiming that C2 can easily handle 75,000 sprites on screen at a time.
I looked at that and said, "Damn, impressive! Construct 2 is the program for me."
I know now that this is completely false because it was a little test, showing one little function in isolation, without all the other features a typical game has, like music for example, so it was completely mis-leading.
The true limit, at least for my current game seems to be way less than 1,000.
This became very obvious when doing the Android build after I added decent sound track (the file wasn't that big).
The game all of a sudden started struggling with a very noticeable slowdown, so I had to reduce the number of spawning stars to maintain a normal frame rate. There are no memory leaks in the capx, cpu utilization is only about 30% max, and the coding for something so simple is as good as it gets.
It made the game look better than anything (since I had so much going on), so I kept the original stars with their deep parallax effect for the rank table.
But could this have anything to do with the browser architecture?
It's not the cell phone for sure, because even the cheapest Android phones from best buy now have 16 to 32 GB memory and the game only uses about 136 megs for the main portions (200+ for the cinematic).
So, Ashley's decision to use the browser architecture as the main component for his engine (as opposed to properly interpreting into C or C++) had nothing to do with the demand for browser games (maybe from poor kids in Vietnam? But you're not going to monetize those...), but to lessen the programming workload on himself, next to 0, so he could leach from existing programming/updating efforts. And if that's the best that could be done given the small user base, that's the best that could be done, but at least he could have been upfront about it, as opposed to keeping so many things to himself.
We were never informed, for example, that there is no expansion file capability with C2 and C3? for Google Play, so users are limited to ridiculous sub-100 mb capxs where the operating system in the Android build ends up eating most of the space.
So why claim the product can be anything more than for simple proto-typing?
And the little stable or mostly stable games you could make with it can hardly compete with what's out there.
And as opposed to all these false posts claiming "Ashley's a genius", way too busy to deal with our problems, or even post code examples, then there's Ashley's own admission about Construct Classic (back when it interpreted into C) that only portions of the code worked properly, so he couldn't do it right even back then.