What's the best method, in your opinion, for designing a big level?
I was planning on making a space sidescroller which involves the ability to go very very fast (about 25px per frame max). The engine works fine, but as you can expect, you cover a lot of ground at that speed.
The obvious obstacle is how to design a level big enough to fit without being too much of a drain on the game. The level would probably be several thousand px wide.
So what's the best way? I've outlined a few possibilities here:
* Draw the level as a bitmap
... and import it as a huge background object?
... and slice it into smaller bg objects, using them as tiles?
... and save it as a GIF or JPEG and load with APO?
* Build the level out of tiles, using Quickbackdrops where many tiles repeat?
* Have a floating Active Object that blacks out the edges of the frame, then use a level editor system to paste the obstacles and scenery as you fly (just under the blackenned edges, so you don't see them 'popping' into existence). The pasted tiles would need to be repasted if you flew backwards.
* Give up and make a Pong clone? :whistle: