Do I necessarily need to use 32 x 32 ground tiles to design maps for games?
Couldn't I just create full-sized, unique maps that use 1024 x 832 ground tiles?
If I had a game world of 400 maps, and used the 1024 x 832 ground titles, that would mean that I need 400 tile sets. Whereas, if I used the smaller 32 x 32 tiles for those 400 maps, I could potentially only use one tile set. That would make the game a lot smaller (i.e. - 70 MB game instead of 200 MB game). But would it really reduce lag that much since the game only loads up to nine maps at the same time? Also, even if I used 32 x 32 tiles, I could potentially still end up using a lot of tile sets if I have a lot of different types of images that I want to incorporate into the map. So there is even the possibility that using smaller tiles could still result in 400 tile sets, which means that both methods would produce similar results in appearance and performance. Right?
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gaveitatry
A tile is 32 x 32 pixels.
A single map is 32 tiles wide and 26 tiles tall.
Which means that a map is 1024 x 832.
Do I necessarily need to use 32 x 32 ground tiles to design maps for games?
Couldn't I just create full-sized, unique maps that use 1024 x 832 ground tiles?
If I had a game world of 400 maps, and used the 1024 x 832 ground titles, that would mean that I need 400 tile sets. Whereas, if I used the smaller 32 x 32 tiles for those 400 maps, I could potentially only use one tile set. That would make the game a lot smaller (i.e. - 70 MB game instead of 200 MB game). But would it really reduce lag that much since the game only loads up to nine maps at the same time? Also, even if I used 32 x 32 tiles, I could potentially still end up using a lot of tile sets if I have a lot of different types of images that I want to incorporate into the map. So there is even the possibility that using smaller tiles could still result in 400 tile sets, which means that both methods would produce similar results in appearance and performance. Right?
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