This question has been asked before, or at least variations of it. The reason I am re-asking it is that I want input that is valid for CTF 2.5 and for the project I have in mind.
The game I am working on is divided into levels (one per frame). Each level is supposed to contain an average of 10-20 "areas", which each has the size of the screen (320 x 240 pixels).
Since I am working with a level editor, that loads areas on the fly, I need to pick an approach for how to solve background objects. The player is supposed to move seamlessly between areas (the area should load within a fastloop with no delay). I have achieved this already for all "game logic" objects (obstacles, NPC:s, platforms, triggers etc.), but I need a solution for the graphical part as well. The two approaches I have considered are as follows:
1. The tile based approach
Each graphical tile is it's own object, and normally has a size of 16x16 pixels. Some tiles can be larger, up to one screen wide and/or high in rare cases. This means that I have to load an additional 200-300 objects when the player enters a new area. All of these objects have to be positioned (x and y position, and put into the right scrolling layer). This approach would likely lead to less pressure on RAM, given that the tiles loaded are generally small. Repetition of tiles means I can represent the background with less graphical data than if I use a big image.
2. The image approach
Instead of using tiles, I draw each 320x240 area in Photoshop (quite easy to do with the grid). Then, when the player enters a new area, one image is loaded for each scrolling layer (likely one for the tiles the player are walking on, and one for the "far" background that is subject to parallax scrolling). The advantage of this (I suppose?) is that it is less CPU intensive. I load 2 objects, instead of several hundreds. Also, I get way less clutter in the frame editor this way. A cool side effect of working with images instead of tiles, is that I could put a lot more variation into the "tiles" of the background, without ending up with a lot of objects/images. The backside is that I will end up with a bunch of larger images (10 to 20 320 x 240 images per level) that leads to a larger executable, and more pressure on RAM - however, I once learned that the less things you do in fastloops, the better, so in that regard this solution should be more favorable.
For convenience, I would like to work with the image approach, but I know that the common approach is to use tiles for memory purposes. The question I have is if I, given my specifications, can get away with using large images insteas of tiles in my project. It should be noted that I develop for desktop only, so phone/tablet support is not relevant here.
Thanks in advance or any answers!