Ashley (hope he can weigh in on this issue)
Alspal, that is what I've been doing. Basically, I draw my entire level map in Photoshop which is very large, about 1000 by 10000 pixels, set my Construct window size to about 640x480 which results about 15 screenfuls in the game, then I split my single huge photoshop map into 10 png files of 1000 pixels by 1000 pixels so something like this:
level_p1.png 1000x1000
level_p2.png 1000x1000
...
These png files are imported as tiled backgrounds. My reasoning for this is that even though I'm not taking advantage of the tiling functionality, I recall reading somewhere that tiled background objects have less "built-in maintenance/logic" as opposed to full sprite objects.
Then using Scirra Construct 2 View Grid I lock the grid size, then drag each image p1 - p10 into the game view adjacent to each other. After this, I use generically alpha transparent shape sprite objects(squares, 45 degree triangles, etc) which have collision behavior on a separate layer in the appropriate places where the terrain should be solid. These collision objects are visual in-editor, but visibility is turned off in-game.
Of course, anything in the game, such as enemies, player, etc are separate sprite objects. This approach seems to work, but I want to know if it is a good idea in terms of performance/optimization.
I need a professional definitive expert opinion about this approach with respect to Construct 2. Is it a good idea? Why or why not? Will I run into scalability issues depending on the platform and or scope of the game? I think many people using Construct 2 would like an answer about this.