I'm still skeptical about scripting in events - I think it's one of those features which sounds better than it would really be, like 3D (everyone thinks 3D is really cool, but noone seems to give much thought to the vastly more complicated modelling and level design processes and sophisticated matrix math that tends to go with it). Events are surprisingly sophisticated - don't forget a simple two-condition event in script would go something like:
for each sprite:
- if meets first condition:
-- add to temporary list
for each sprite in temporary list:
- if does not meet second condition:
-- remove from temporary list
for each sprite in temporary list:
Throw in your curly braces and function calls and you have a pretty dense, unintuitive chunk of code. The event actually reads simpler and is quicker to put together. Of course this isn't really comparing apples to apples since you don't tend to write scripts like that, but it does show that events and script don't really play nice together. On top of that we added Python scripting to Classic and I don't think it really was particularly successful - it was extremely complicated and a big drain on development time, and the integration with the runtime was pretty limited (you couldn't write in script everything you could do with events, which kind of defeated the point). Plus I lost count how many times people described Classic on forums as a "Python game creator" which required programming :P
So I think events only is a nice differentiator. It's what makes C2 unique.
Anyway, nice to have a mention on indiegames.com!