1. Layout size itself doesn't matter, you can have 1000000px layout. The objects that you put on the layout are important.
2. It's much better to have one 500x500 px background sprite repeated a hundred times, than one 2000x2000 px sprite. That's why it's recommended to use TiledBackground for backgrounds.
3. It depends on too many factors. You should regularly check performance as you develop your game, and if you notice a big performance drop, fix it.
Hey again! Thanks for that feedback!
1. That was an important factor you said there! I thought the layout size is what matters! But now i know.
2. So having lets say 4000 size layout, i have 1 background for this hand drawn. Would it be better to cut it into pieces and place it out like a puzzle? Or just use it as a whole? Can i cut it into 1000 pix each and place them next to each others??
3. I have an endless inventory bag space. I know no method to cut down the performance on inventory storage in C3, im not sure if C3 is weak in this aspect or if every developer on big games struggle with this, because looking on castlevania SOTN for example is a game over 20 years old that can have as many items as needed. How did they do that back then? C3 cant be weaker than a game made 20+ years ago.