I’m used to making 3D games but not 2D tile based games. I’d be very grateful if some more experienced Tiled users, or old-school programmers, could answer a few simple questions by way of example to ensure I start on the right track. I’ll use Pacman as the example.
It seems that there should be one layer which contains the static, collidable tiles i.e. the walls. Imagine there were no dots or power-pills to collect but just black corridors to walk through. Should the black tiles representing empty corridor normally be (a) in the same layer and flagged with a property (or index range perhaps) or (b) in a separate non-collidable layer? If (a) they I each tile would need a “solid/collidable” property. If (b) then there are empty tiles in the collision layer.
Should the layer containing the dynamic tiles (dots, power-pills) be an object layer containing tiles, or would a tile layer be more appropriate?
Is the runtime tilemap data usually static? By static I mean constant and unchanging. Say for example the player collects a load of dots and a power pill from the object layer, should these be actually removed from the map layer data at runtime (say in the TMX library structs), or would the tile/object layer be used at load time to create a set of game objects to represent the dots and pills which would be destroyed as collected? I guess the latter approach would mean that the .tmx files only need to loaded once at startup, and not cloned.
Is it normal to have a single tileset image file containing images for both tiles and sprites, or do games normally have image file(s) for tiles and separate ones for sprites?