Agree with Ashley there. Too many people complaining about mobile performance when they clearly don't know the limitations of mobile development. Just because you can make something in C2 and can export for mobile doesn't mean that it will play well on mobile. I've learnt the hard way. Investigated what's going on under the hood, what features to use and what not to use.
X - Don't use webGl effects - They are neat but usually heavy & not useful for mobile.
X - Don't use Force own texture on layers.
X - Don't use constantly updating Text object if you can do the same with Spritefont.
X - Don't use particles, unless it's very simple and low amount of particles.
X - Don't expect heavy amount of physics to run well.
X - Don't update things every tick unless you have to. Use 'Every X Seconds'
X - Don't use big images with large areas of overlap.
* - Always limit your Top level events. The less events the the engine has to go through each tick the better.
* - Group event's and only activate groups when needed, close when not needed.
* - Use smart and cheap ways of picking objects & Structure your conditions accordingly.
* - Disable collisions for objects that don't need it. (Personally I think this should be disabled by default)
* - Keep an eye on memory, cpu, fps, draw calls, ammount of sprites, etc
* - Study and try different approaches of doing the same thing in a smarter/cheaper ways.
If your game is not performing well, it's probably not because C2, it's probably because you don't know what the hell you're doing, and have no clue what the mobile limitations are.
Or simply is HTML5's or wrapper's fault. Come on, today we can run 1080p/4k content and play HD games without any issue on our phones, but can't run a f*cking 2D game, we need to optimize the s*it out of it ?
I've compiled to Android a few GM:S demos and examples that I've found on the internet. They were pretty complex (intended for desktop) and guess what ? They ran great on my Galaxy S4. And were compiled with the basic option, there is also an option that automatically optimizes stuff even better.
Here a clear example of how the "export HTML5 only" affects in the long run: http://www.perfectly-nintendo.com/the-n ... e-to-wii-u
So yeah, If he made that game in any other engine that had at least one native exporter (C++ or C#) he wouldn't had to remake the game.
Anyway, I've made my choice. While CF 2.5 is a little faster to develop, I've had it with 3rd party exporters, so I will go for GM:S (all exporters included and better documentation). It's a shame, because I really liked developing with C2. Would be great as a visual scripting interface for Unity (like Playmaker, but only better).