My little game project is a physics based platform jobbie created with Chipmunk (via SpaceManager) in Cocos2d.
I wanted something a little different to the a-typical tile mapped level design, so I'm creating levels as SVG files in Illustrator, which I then parse to create the landscape, platforms, spawn points etc etc. It's working pretty well and I feel like I can be as creative as I want with the level design this way.
However, this approach only creates the chipmunk bodies and shapes so far. It doesn't help me when it comes to creating graphics for things like the landscape.
So to illustrate what I'm talking about, a basic level would look a little something like this (scaled down)
The grey areas would represent the landscape.
My first thought was to trace over these levels in Photoshop, and slice them up into 512x512 pngs, which could then be laid on on top of the physics layer. But that instinctively sounds like a very inefficient way to go.
the guys behind Rolando have taken a super simple approach which works well for them
But I would like a bit more detail in my levels, almost similar to what they've achieved in MX Mayhem
Which the more I look at, thew more I'm convinced that they're using the first approach I mentioned of laying large images over the top of everything.
So, my question is, does anyone have any tips or insight into what sort of stuff I should be exploring or reading up on to accomplish this sort of stuff. Up to now, my only experience with creating level graphics in Cocos2d has been with TMXTileMaps. I'm still new to game development so perhaps there's some jargon and terminology to describe what I'm aiming for that I just don't know yet.
Any help or advice is greatly appreciated.
PS: I know question within questions are bad form but it makes sense here: What's the math behind memory usage? Is there a formula I can use to figure out the memory usage of my graphics up front.