...RPG level design. I personally make the graphics in Photoshop first, then, import to C2. RPG's have many objects displayed on screen at one time, most of the time. Specially for places like towns or forests. My question is, how good will C2 cope with this? Do copies of an instances count as objects or not? How much do they impact performance? In some cases I know I can use pre-rendered, but others, like trees, NPCs, etc., I cannot.
For example, a big city would have considerable size, this also means many sprites. Although the whole map won't be showed at once. Does C2 still process the non visible part of the map the same as the visible area? Or does C2 kind of ignore non-visible parts for better performance?
This is very important to know for me, because I plan in having an over world map, and this map will use animated water tiles and the size of the map will not be small, but not incredibly big either, since I can make the sprites smaller once in the over world map to give illusion of larger environments.