@Greg,
I don’t know much about the corona viewer as I have never been one for drag and drop programming, but in the case of “tiny wings” there really isn’t that much graphic resources going on, it just gives you the appearance of that.
On any game (doesn’t matter what engine you use, or if you just use native opengl/directx) you are going to hit limits on any device or desktop computer, this has always been the case. I remember pushing the limits of a 4mb video card (yes that is 4 megabytes).
The trick with building super large worlds is really not about loading/unloading, yes that is a part of it but the other part is knowing how to get the most out of your resources.
For example if you take “Tiny Wings” (I just watched the video).
They have a fixed background and fixed clouds so those are not really part of every “screen” they are part of the master scene, so they get loaded once.
I am not exactly sure what “they” are doing for the ground, but off the top of my head I would say that the bottom ground is tiled and imagine it is pretty lightweight as I see a lot of repeating shapes.
So if you think of a shape like in that game maybe a 512x512 square that is lets say transparent and has some round mountain type look and feel but is a solid color “like a shape in photoshop” and lets say you have 20 “unique” tiles what you can do is swap the texture fill out as needed and just tile the graphics across the screen and because the images are already loaded you are not going to take a big hit when you create another object with the same shape/texture etc. and so forth.
Have a look at below.
This was something I was goofing around with over the course of a week I had off, It can climb about 5-10 screens high and about 30-50 screens wide depending on the level, it has particle effects, black and white vs. color effects in real-time, about 100 sprites (characters, monsters etc.), physics and some other goofy effects like damage blinking etc.
Now graphics whys I would say that I am pushing more effects that Tiny Wings but like I said above my texture memory floats around 20-30mb and “peak” times for normal memory is about 1.2 - 2.4mb which is really light weight.
Keep in mind I am not doing any loading/unloading of assets I load the entire game level resources when the level starts but because of my use of image sheets everything remains lightweight.
Not sure if I answered your question, or if I am even making sense but short answer is it is all doable in Corona and they have made it really easy to achieve these types of effects.
On the Corona Viewer, I understand your point but I have never seen a drag and drop game maker that could do exactly what you want unless the game maker was “specifically” designed for that type of game. You can’t be all things to all people so a lot of times you have to go with a very broad stroke and hope you make it good enough for the majority.
Christopher