Well, I made a terrain generator in C++(I already posted this in a similiar topic). It is a very simple method. I used pseudo cursor(an integer) which is placed half way down the screen and adds a random number to it(like from 5 to 16), then it places the 'block', increases the number by 1, places another block and so on until it reaches the bottom of the screen. Then we add one to the X coordinate and repeats the same process again, and again until it reaches the far right of the screen.
I tried this in Construct 2 and the first thing I got was just a black screen, then I made it so that, instead of placing the blocks all over the screen, it repeats the actions 80 times and I get 18 FPS. So I want to know why is this so CPU-intensive.
Also, in my other game I place clouds that are bigger sprites, apply movement and collision detection and the game runs just fine(60 FPS) and it loads in 0.0001 seconds, too.
For the C++ terrain generator:
The other game(Invasion of planet Zork):
EDIT: I can't believe I forgot to put the example!
Here it is: