(sorry if this is a duplicate - I had to make some edits, but that must have flagged it for deletion, somehow)
I have a few questions about tilemaps. And then a perplexing issue I can't seem to get around. Hoping anybody can help! This is kind of long-winded, sorry.
1. If you take a static image, whatever it may be, is there a difference if it were a single image as opposed to being constructed in X number of tiles? Let's just say there was no variation of the image in a level (side scrolling platformer), is there a performance benefit to having it "sliced" into however many number of tiles? I don't know if I'm asking this the right way. For example, say if it's a tree. Yes, I understand if I want to vary the height, to have it vertically tileable in such a way that it can be tall or short. But let's assume it's just the same height throughout.
2. If there are multiple layers of tilemaps, is that a drain on the performance of a game? For example, a brick building (layer 1), and a tree in front (layer 2). Should I just build the tree into the brick tiles? Or does the engine (or whatever), recognize both layers condensed into a single tile? Hopefully this makes sense. I don't know how else to describe it.
(EDIT - I figured this out. Basically I just had to shift the boundaries up - it was off center) Tile challenge - I'm making a sidewalk for a platformer. The seams in the concrete of the sidewalk are at an angle, from the upper-left corner of the tile, to the lower-right (this will take up two 32px tiles, horizontally - but the graphic is constrained to the top half, so 64x16 px). There is a subtle seam I can't get around. Since the line of the seam terminates into the corner, it results in a point. This seemingly simple thing has wracked my brain. Screenshot below. This is more of a general game-art question - not specific to Construct.
Thanks for any help!