Thanks for the advice, but MTE is a library, so it has no interface of it's own As for testing devices, the bigger concern is keeping the engine running smoothly on low-end devices. Luckily Corona is pretty good about keeping the API's MTE uses compatible across the various supported platforms. The more I build onto MTE, the more eager I am to actually use it to make games myself! When I finally get enough free time to start my own projects again I may try funding them through Indiegogo. Kickstarter always struck me as something for larger projects, like Android game consoles or Imperial Death Stars.
A few updates and notes:
I've finished debugging the MTE update and the new file will go out to everyone tomorrow along with patch notes and updated documentation. Current buyers should keep an eye out for an email from the address: my username at hotmail.com. I know, two weeks became three, but it can be hard to judge just how long a new feature might take to implement.
I've received a whole bunch of questions about MTE over the past few weeks! I'll be updating the FAQ to answer the common ones.
Over the next three weeks I'll be working on a platforming/sidescroller sample project.
I've uploaded a short video to demonstrate just what I mean by "Culling." MTE's zoom function will expose the border regions of the display grid if you zoom out far enough. Here you can see the rows/columns of tiles being deleted and added as the camera moves through the map. No matter how large the map is, the device only has to manage this small number of display objects.