- User data for every sprite defined directly in LH
- Collision per fixture not per body - this will make it possible to know for example if you have a head shot or a left left shot or maybe the enemy was shot in another part of the body.
- New better UI
- New better API
- Sprite rotation
- Animations with delay per frame
- Better animation notifications (per frame, animation end, animation ends repetitions), customizable user data per frame
- lasso selection
- auto trace physical body with option to create concave or convex shape and optimize the shape
- physical body scale in real time in cocos2d - (not only in LH - that was possible from day one)
- support for iPad 3
Loading times where never an issue. They are fast and ok. The issue you are referring to is not really a problem of LevelHelper.
Box2d does not allow you to destroy or create bodies during its update cycle. So, i guess you know that the trick of removing bodies is to do it at the end of tick method and never during a collision.
So if you are trying to load a level, which creates bodies, in another thread so that there are no stops of game play, your game logic may encounter a collision during that time and your game will crash because box2d will assert.
Doing a never ending game is not really a job of a level editor - this kind of games are done programmatically depending specifically on the game logic of that game.
You can however load multiple pieces of the game world and rearrange them as you need during the gameplay, exactly how Jetpack Joyride does.
But doing games that require a vast world on which you move around with the player, define path movements, collision checkpoints and so on, is totally the job of a level editor. Placing all those sprites and creating the game world exactly as you want and need programmatically will be impossible. The nice thing about LevelHelper is that it does not impose any limitation on how big your game world can be. You can design as big as you need.
However if you have a non physical game and want to load levels in another thread thats totally possible. The problem comes when physics is involved as you may not know what the user is doing and the physic world may be locked for creating/destroying bodies.
But if you can only load new levels in another thread while the player is in a non physical region and you are sure that physics is not involved this may fix that issue. So its a design issue on how to trick the player.
Like for example Monster Dash teleports you so that all looks natural for the player.