09-29-2017, 07:39 AM
Tilengine is software based, so there aren't penalties about the number of sheets or set dimensions. By the way, the limitation of needing power of two textures was abandoned long time ago. OpenGL 2.0 and later requires compatible hardware to support NPOT textures (non power of two):
https://www.khronos.org/opengl/wiki/NPOT_Texture
Regarding spritesheets, it's up to your management habits. I tend to put all the frames of each character in its own spritesheet. All frames share the same 8-bit palette, of course.
Tilesets should be grouped in a way that allows you to build an entire layer with just one tileset. Tiled editor allows you to have a single layer built with various tilesets at once, but tilengine allows just one active tileset per layer. But a single tileset can be used in different levels with the same theme. For example think about the Sonic levels. The first three levels (Green Hill Zone) have the same theme but different layout. So you'd have a single tileset used in three tilemaps (one per level).
https://www.khronos.org/opengl/wiki/NPOT_Texture
Regarding spritesheets, it's up to your management habits. I tend to put all the frames of each character in its own spritesheet. All frames share the same 8-bit palette, of course.
Tilesets should be grouped in a way that allows you to build an entire layer with just one tileset. Tiled editor allows you to have a single layer built with various tilesets at once, but tilengine allows just one active tileset per layer. But a single tileset can be used in different levels with the same theme. For example think about the Sonic levels. The first three levels (Green Hill Zone) have the same theme but different layout. So you'd have a single tileset used in three tilemaps (one per level).