Hi Dyson,
I’m happy to receive your reply.
Say for example we wanted on screen “Zelda” and a castle. Originally we had a castle comprised of 6 64x64 tiles which was easy for me to draw, cut and stamp into Tiled.
Then I thought we needed a wall around the castle but I didn’t want it to be a huge 64x64 wall, I wanted it to be a thin wall, 8x8.
I tried stamping these smaller “wall tiles” in Tiled but they wouldn’t line up and I could only stamp one little 8x8 wall tile to the top left corner of a 64x64 map tile.
I hope this is making sense, the above may need a re-read if not.
Then I thought if the whole map was 8x8 then we’d have the flexibility to have the smallest possibile details that 64x64 couldn’t provide.
So we changed to 8x8 which was one of the most frustrating experiences I have had (piecing together a castle that used to be 6 * 64x64 from a tile set that jumbled the tiles to reduce redundant tiles was like doing a jigsaw puzzle).
Now we’re on 8x8 and have our castle, our “Zelda” and 15 goblins but we are getting black lines flashing during simulation most noticeably when the goblins surround “Zelda” on top of the castle (before we implemented collision detection detection).
Post collision detection we have a bit of lag which is worrying as the graphics are old school NES type graphics and our tmx is small.
Hence we wanted to know moving forward how to get optimum performance. If I read your post correctly, 6 64x64 tiles on screen should run smoother than if the same scene was replicated using 8x8 tiles (please correct me if I’m wrong).