Hi everyone, I've just started making a top down 2D game (yes it's a Zelda remake; no it won't be yet another ugly clone ). And I'm wondering how I should build my maps : given that some tiles will be used in different environments – the only difference being the color of the ground – what do you think would be best?
1) To draw shared tiles (without ground) and empty ground tiles, then build a base layer with the various ground tiles + a complementary layer above with the shared tiles?
OR
2) To draw all combinations of ground + tiles beforehand, then build the whole map on a single layer thanks to the comprehensive tileset?
I'm thinking performance and memory usage here. I've read the blog posts about how tiled backgrounds work in Construct 2, as opposed to tilemaps (but I think Construct 2 does crunch tilemaps into as few tiled backgrounds as possible, when exporting? not sure). And so I wonder if I'd better use fewer tiles, using separate layers to combine whatever ground+tile need to be combined on runtime... or do the opposite: "hardcode" all tiles combinations in the tileset in order to have a plain, one-layer tilemap on runtime.
Sorry I haven't any pics or capx to show, I've only just started (but I'm thinking forward ^^)!
I hope my question is clear enough.