Here's why I still don't understand tile maps. It used to be a way to make a background that used less memory? Maybe its a way to build some visuals quickly? But even in the 80s, say, adventure games had backgrounds that were more like paintings, arguably the entire background being one sprite? Newer metroidvanias like Dust or Hollow Knight or a game like Cuphead don't appear to be tilemapped nor do they want to be? What am I missing?
[#]Godot #Gamedev
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@media_dept
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@media_dept They're far less of an optimization technique and more of a level design and art technique.
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