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.)
Tilemaps are really a leftover from the 80's and 90's when memory and storage space were super-limited. You'd use small tiles of graphics that repeated seamlessly to cover large areas on the screen, kinda like how repeating textures are used in 3D games to save on memory. Nowadays they're not as relevant (unless you go completely ape with your assets) and mostly used by indies on a tight budget since they're very cost-efficient too.
I've been asking this same question for years now. I read this on Tigsource before I even started looking for game making software options but have not come up with a clear answer. The general here is C2 is designed to accommodate images of all sizes so this power of two rule shouldn't apply.
Someone please correct me if I'm wrong.
Is this power of two thing a myth or was this really a requirement back in the day?
From what I can tell this might be true during the SNES era.
Yeah, old consoles like SNES and especially NES, Sega Master System etc had very strict sprite and tile size requirements which were all power-of-two. 32x32, 32x64, 16x16 etc.
Here's a few fun threads from pixelation if you're interested in the kind of limitations NES developers had to wrestle with:
http://pixelation.org/pixelation/index. ... ic=10057.0
http://pixelation.org/index.php?topic=1 ... #msg144531
http://pixelation.org/index.php?topic=19899.0