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-Run individual frames (scenes, rooms).
-Have mediocre font/text support (IMO) through the text blitter object. (It'll work for what ever you need but it's a bit dilapidated/unintuitive. You can however create your own text system and there are online tutorials for such.)
-Exports to HTML5 (with a DLC).
-Has decent saving using INI's or arrays, with associated objects. (Your mileage may vary depending on how you implement it, and it'll take some know how.)
-Does run the game when minimized and also has options not to (AFAIK).
-Has an object for steam achievement support (but I have no personal experience with it so I cannot speak for it's usefulness or functionality).
In my personal opinion and experience, I'd list general pros and cons as such:
Pros:
-Built in solutions for basic game/software aspects like physics and movement.
-More versatile than other software. If there isn't a built in (good) solution, you can come up with your own with enough ingenuity or online tutorials.
-Easy to understand and use interface and events system.
-Excellent frame (scene, room) editor.
-Hundreds of objects (plugins) that add extra functionality, most of which are free.
-One time purchase with no further licensing or subscription fees.
Cons:
-A slew of dilapidated legacy features: Many of these are barely/non functional and should not be used, but you'd only know them from attempting to use them or by looking them up online.
-Documentation wasteland: Mostly concerning objects(plugins), many lack documentation or what they do have is outdated or not well written. Most information will come from very old archived threads.
-Hidden event behaviors: Some aspects of how the events(code) functions is not always clear, and sometimes has some hidden underlining behavior that would explain why an event is/is not functioning the way you'd expect.
-Object and project corruption: This is very rare and typically happens with larger projects due to obscure bugs in the software. It's best handled by simply knowing your way around the software and making excessive amounts of backups.
I personally love CFT 2.5 and could not see myself using any other software (until CFT 3 comes out). But it does take an investment of time and experience to really get the hang of and unlock it's true potential, especially if you intend on doing larger scale projects with lots of complex features. The beauty of CFT 2.5 though is that it's not just game creation software, it's application creation software, so you can make extra tools with it to assist in your game development.
Also from personal experience, I found Fusion more easy and straightforward to use