I don´t have that much insight on tilemaps but from what I understand...
1
The drawcalls will be the same. Each sprites needs a drawcall, each tile also does. This also means it´s not recommended to have single objects span over multiple tiles, because each tile will be rendered individually. So an entire tree is better off beeing a sprite rather than 20 tiles in a tilemap. I think though there is more going on in regards to rendering. Also:
[quote:144y045s]Tilemaps also have significant performance benefits over achieving the same results with other kinds of objects, such as arranging a grid of Sprites. The Tilemap object can optimise collision detection and rendering in a way that scales well even with extremely large Tilemap objects.
I have no idea how impactful this is though, considering construct already uses collision cells and basically doesn´t render anything outside the viewport and such. On a sidenote, people have been building some cool stuff using 1x1 pixel tilemaps, where there are several thousands of 1 pixel sized tiles on the layout with no performance impacts. Maybe Ashley has better answers to that. It also has some downsides though, that´s why I personally never really liked working with tilemaps. For example, you cannot animate tiles and I generally found it a bit cumbersome to work with for various reasons. It also depends on where you want to play the final product. For mobile it´s probably a better idea to use tilemaps because you wanna use that limited power well, on a PC you probably can get away with just using sprites, I don´t think you´d run into a bottleneck anytime soon on any reasonably modern machine.
2
Hard to say. If the game is entirely based on tiles, it´s probably a good idea to use a tilemap since it offers tools (like a drawing tool) that are not available with sprites. You have to keep the downsides in mind though. If you want to use animations in all your tiles except a few, you probably should just use sprites. I don´t think you can calculate it.
3
No, I doubt that using 4 tilemaps with 1 tile each is the way to go. You defenitely want to use one tilemap with 4 tiles.
Also always a good thing, the manual --> https://www.construct.net/at/make-games ... ce/tilemap