Last semester, I used C2 for the first time in a course on mobile gaming. (We once used Flash Actionscript, but that is no longer a viable option.) This course emphasizes programming, graphic design, and game mechanics, but performance issues have never been a primary focus of the class. I'm working with a student to convert his "proof of concept" game into a full-blown game that will perform well across a variety of platforms.
We are trying to get up to speed on best practices for 2D game development, particularly as far as developing graphical assets is concerned. We found Toby R's tutorial on game resolution to be very helpful, and we have also been reading through everything we can find in these forums. However, much of this information has been pieced together from bits and pieces of various tutorials.
Can anyone point me toward resources (in any form) which cover some of the big picture principles of 2D game design? For example, why are tiled backgrounds and tile maps recommended, and how big of a problem is it if they aren't used? (I've read through the documentation and understand the basic argument, but feel as if there's a bigger picture that I'm not quite grasping.)
We are also trying to understand sprite sizing issues, from the very basic question of "Does it really matter if they are squares?" to "What is a realistic size for sprites that will look good on contemporary phones?" We understand that graphics should be created as vector graphics, that they're supposed to be sized in multiples of eight, and that we will probably end up with two sets of graphics (a set for high-resolution browsers and a 'one size fits all' set of images for everything else). Some have suggested that the one size fits all sprites should be 64 x 64 pixels, but this seems *really* tiny.
I'm looking for any documentation -- from forum posts to books to video tutorials or podcasts -- that talks about these "big picture" issues related to 2D game design. Something that will help me understand what we should do, but -- even more important -- why we should do it that way. If there is anything that you've found personally useful in developing your strategic thinking as a 2D game developer, I'd love to know about it.
For now, we're pulling together the first level of the game in question with the student's existing graphics that don't really follow many of the best practices for game assets. The sprites are of irregular sizes, some of the backgrounds are extremely large, etc. His graphics are beautifully drawn, and I'm hesitant to make him go back to the drawing board until he can see for himself that we are encountering performance problems. We're looking at this as an experiment, and I'm hoping that this will demonstrate in a tangible way *why* we should be following the best practices. At the same time, I'm trying to deepen my own knowledge and understanding of the big picture.
I would be grateful for any and all suggestions. Thanks!