How ridiculous is a tilemap with 512 size tiles

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Post » Mon Jan 18, 2016 11:33 pm

just wondering if it would be more effecient to use a 2048x2048 sprite or tiling background instead of a 2048x2048 tilemap that has sections that are 512x512. I can definitely break the tilemap down to something around 64x64 or 128x128 tiles.

just wondering if it would make that much difference?
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Post » Tue Jan 19, 2016 12:28 am

If you reuse the 512x512 sections more than once then separate objects or a tilemap would save you on vram usage. If each section is unique then you may as well use just one sprite.
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Post » Tue Jan 19, 2016 2:19 am

okay thank you the tilemap which has the 512x512 tiles, and they all repeat several times. I just wasn't sure if that was just a ridiculous size.
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Post » Tue Jan 19, 2016 12:18 pm

It depends how many tiles you have - I'd recommend reading Remember not to waste your memory
Scirra Founder
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Post » Tue Jan 19, 2016 7:51 pm

that works for me. I was messing around with the tiles and realized that a 16 tiled tile map with 512x512 tiles is way to limiting as well. I can reduce the tiles to 128x128 or maybe even 96x96 to have more freedom with the city background layout. thanks for the help.
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Post » Tue Jan 19, 2016 7:57 pm

Image

I don't if I can post images yet but if I can theres an example of a tile. It could easily be broken down further.
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