What is a good process for developing a relatively large level for a 2d platform game (Mario, Braid, Limbo, etc)?
One could create one giant png file and use something like Physics Editor to define all of the physics bodies for the whole level at once, but I’m not sure mobile devices could even handle that?
You could create the level as one big file, split it up into smaller chunks then introduce them in the game as needed so they appeared seamless. This seems more efficient, but a hassle to manage if the level is sufficiently large. Plus it could be difficult to keep the sections looking seamless if you later had to go back and make changes to the level?
Maybe someone who has worked on a platformer game can break down their process from how they started with the raw images in Photoshop/Sketchbook pro/whatever to how they implemented them in Corona (from a high level overview)?
TIA,
Chris
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