michael i dont understand why and from where the opinion that c2 is for prototyping and learning tool has established..so with c2 we make a prototype and then what? we go in another engine and build/polish a proper game?
I agree with michael here. Tools like Stencyl and C2 are aimed for ppl who don't want to get into software development but want to design a game. This is a very important target group!
This tools hide the complexity of coding, but this comes with a price: flexibility and overhead. If you are an experienced developer, you even wouldn't look into Stencyl or C2: you would fire up your Java-IDE or Xcode and develop it native, simple as that. I personally use Stencyl and C2 (hopefully) for quick prototypes or simple puzzle games. To try things out, to make things happen quickly.
Sure, you can do sophisticated things with this tools, but they are simply a whole bunch of layered frameworks to make it easy for you. And believe me, sometimes the limitation over coding is frustating, but as I said: everything has it's price.
or stencyl with the epic game (is coming soon) "the ghost song" ? its in the same philosophy all these programs.
Ghost Song is just another platformer who makes heavy use of particle / sprites and some shaders. It's a good example for an artist who dives into developing - a simple game, that looks awesome. This gets more attraction then a clever game mechanic and game play with horrid grafix.
And if you follow the thread and read the title again, you have seen that Pete almost gave up with Stencyl as the engine could not cope with his expectations: he couldn't manage a decend frame rate on 768x480. Native Windows export, btw. Compiling OpenFL into a native application is a complete different story than wrapping a HTML5 game! I think this can't get stressed enough! Btw. I was very frustrated with Stencyl's physics implementation when I did Castle Keeper: I don't need physics, but no sprite collision without physics. How stupid?
I recently moved from Stencyl to C2 (hard thing, if you are a Mac user) because Stencyl has a nice engine, the Haxe-Idea is not bad, but we suffer on Stencyl with the same problems than other tools: OpenFL in Stencyl is always three versions behind, NO support for network / multiplayer, a very slow Java based IDE, the Sketch "drawing code" looks nice, but it's not productive (NO keyboard support) and it gets very very slow if your events get bigger (more code). And if you are a paying customer and read the boards, then you see the same discussions we're facing here: no support, to buggy (the sound support is horrid!), even simple things like drawing text on the screen is a complete mess (now fixed with sprite fonts since v3.1).
To make long story short: every toolset has it's own purpose. You can stretch the limits somehow. But if you know the limits, you can create awesome results within this boundaries.