yeah, I'm gonna go ahead and completely disagree with dravenx here.
it's finicky, and certain things you have to be careful with. ashley and gul admitted to it's lack of stability, not to a complete inability to make a large game. but people like arima, and davio, and arsonide have all made projects that have gone well beyond the point you're making it sound like.
Those are some of the more experienced developers here, so it shows that learning to work around some of construct's issues is key. But you're making a blanket statement, an inaccurate one, and then telling people to "let it go" when they disagree. You definitely have a right to speak your opinion, but I personally don't think you're qualified to give the end all be all statement to c09x's suitability for large game creation.
also, there's no engine in the modern world that can handle hundreds of frames with very large sprites. Look at streetfighter 3 and the last king of fighters, only 2 characters on screen plus backgrounds, and the animation isn't really smooth at all. they have very few frames so it can all fit in vram. if you want huge characters with smooth animation, you need to use bones or your own custom bone system. That isn't a c1 limitation, it's a 2d graphics limitation. that's why all the spectacular looking 2d games with large characters use distorted sprites, and bone animation