I have been using CC to create small projects for a while and I am fairly comfortable with most of the objects and features. However, I'm now at the point where I'm looking at making a larger project, specifically an exploration platformer. I am looking for feedback for those who've worked on mid-large sized projects in the past - what kinds of pitfalls did you run into scaling Construct upwards, and what workarounds did you find?
Specific concerns I have right now are that the game will feature a lot of high-rez images (backgrounds, sprite animations and the like) and a fairly large explorable map, about the size of Super Metroid. It should not need to do anything too complex beyond that, other than basic events and some particle/blending/lighting effects. I am not worried about it stressing CPUs too much, but I am worried about how best to organize such a project within Construct while keeping it as efficient as possible. Obviously I'll be using techniques like event pages and good commenting/object naming to keep things organized, but what can I do beyond that?
One specific question that has come up: are there significant efficiency gains or losses in loading levels from a file as opposed to making each section of the game as a Layout in Construct? With one approach each 'level' would be a layout within Construct with transitions linking them together, while in the other there would be a single level layout and the content for each level would be loaded in when the player transitions. Can anyone who has used one approach or the other in a large project vouch for which is better, or what issues they ran into?
Obviously some pretty general questions, but any experience you can share would be helpful.