@rdcube: thanks for pointing that. Actually the true power of SVG Level Builder will be shown once the game templates and prefab objects are released and implemented.
What are they? Think of a game and think of plugins, then think of dragging components and your game is ready, typing only a few lines of lua code.
Example: Let’s say you want to make a platformer. From scratch, you would need to develop a level manager, collisions, a pickup item programming, program the hero, the enemies behavior, gates, controls, fire, scoring, etc. Then you would need to design the levels (Level Helper enters only here).
So a Platformer Game Template will glue all of these elements + manage the levels, scoring, etc. The small elements are components which you will use for any game.
Want a racing game with a pickup item? Use the pickup prefab! And so on. Soon Corona game development will be all about worrying only about the content, not about lua programming, thanks to Corona SVG Level Builder. So if you think the saved time, $59-129 or even $300 is nothing. Since most Corona games take 5-60 days to finish and that in working hours is more than thousands of dollars. Corona SVG Level Builder will try to reduce 60 days to 1-5 days of work.
EDITED: By the way, also by no means Level Helper and Corona SVG Level Builder are equal. Each one has its strenghtness and weakness. And SVG Level Builder has something no other tool has: bezier curves as physics curves, allowing pixel perfect collisions in very complex terrains / surfaces. I mean, that doesn’t apply to every game, but think the possibilities with it. [import]uid: 10990 topic_id: 10609 reply_id: 38757[/import]