@hasen6,
Hi. If you can take some time to read these questions and provide clear and concise answers, you’ll get better assistance:
- What genre of game are you making?
- What games are similar to your idea? (Be specific, links and or videos are helpful).
- Define what you mean by level. (How big? Loaded all at once? Loaded over time and as needed?)
- Define what you mean by camera. (How does it behave? Can you think of games that have a similar ‘camera’? If so, provide video links from youtube or at least links to the game in GooglePlay/iTunes connect).
I know this probably seems like I’m asking a lot, and that the answers may seem ‘obvious’, but they are not.
You’ve asked two big questions (level editing and cameras) in one thread. The concepts of levels and level design are specific to genres and games. There is no universal level design methodology that fits all game styles.
I am not clear you know what a camera is (in the mathematical and rendering sense), and while you really don’t need to know, it is helpful to have at least a high level understanding.
(Above statement not meant to be insult or condescending. The facts are: 1. Not everyone participating in the forums has a background in the fundamentals of rendering which is where you would learn about this concept in depth. 2. There is no agreed upon vocabulary for discussing them and this makes talking about topic difficult.)
I’m working on my own project today, but there is some relation to your questions. So, based on the response I see and my own schedule I’ll see if I can’t give some concrete answers when I know more about what you’re really looking for.
Till then, be aware that SSK2 has a camera module. You can see the code and assuming you understand basic Corona concepts like display groups, enterFrame listeners, and discrete and/or physics based movement you can figure it out.
(In my experience, cameras that track objects moved with transition.* do not work well.)
Finally, SSK2 has with a validation suite (tests), and includes four camera tests (SOURCE):
- (8) Camera - Tracking
- (9) Camera - Delayed Tracking (not a great feature; experimental really)
- (10) Camera - Loose Rectangular Tracking
- (11) Camera - Loose Circular Tracking
https://www.youtube.com/watch?v=_9ardhNwNRw&feature=youtu.be