View attachment 1708 View attachment 1709 I think I maybe wasn't clear enough with my question. When I'm referring to tiles, I'm referring to little squares 16x16, 32x32 whatever, that are placed on the grid based upon something small like a text file or xml. It's how all the nes and SNES games were made, due to severe memory constraints. But using tile instances, even in modern games on modern hardware can also yield efficiency and flexibility in multiple ways. I've attached two images to demonstrate, one is a small tile set 24kb in size, which I used to make the this tiled image (also attached). Then using a simple text file, I can place any tiles in the tile map image on nearly any size ma- and define it with a text file that is under 1kb. Crazy efficient. Easy to use, character attributes can even be defined based on a tile instance programmatically, like characters move 50% slower on sand tiles.
It seems the Pixel Ferrets opted to not go this method, I presume for more specific control over all pixels and placement, just was curious what the reasoning was.