Hi!,
I'm developing a 2D top-down game. TK2D fits very well for my purposes, it manages sprites & memory much better than Unity standalone but I'm facing some issues with large backgrounds.
My game uses backgrounds I have been designing in Photoshop to get an organic feeling (not tiled) and using them as sprites. It works ok for small portions of the world but I'm afraid it can become a problem when I make larger levels.
I'm using atlases and collections to optimize it, one for 'props' (trees and stuff player surround) but if I check some forums, tile maps are being recommended. As I want each map to be unique and organic, I don’t see the tile maps a solution because I'd need to create a sprite sheet of almost every “level” (I don't use tiles reapeatily but almost everyone is different). Could you give me some insights about how to approach to this?
- Should I split backgrounds and create another collection with them?
- Should I use a static sprite batcher once I get all the background set up?
- Is it better if I dice the sprites inside a collection? (I don't understand very well this, Is it better to dice all my collections always?)
I've bee reading a lot but I don't know how to face this as I'm afraid to continue programming and have to change everything in the future by memory problems. Some people recommend to split large backgrounds in chunks and just load the ones which are visible but I don't know how to approach to that solution, could you hep me with it? I'd really appreciate it.
Cheers.