I’m working on a 2D side-scroller game in Godot 4 and I’ve run into limitations with TileMapLayers.
For hand-drawn (non-pixel) art, it’s hard to define a clear tile-based workflow for an artist.
In practice, it often feels much more natural to build levels by freely placing Sprite2D assets in the scene.
One concrete issue is overlapping visuals. A single TileMapLayer does not allow tiles to overlap, so achieving this requires duplicating the same assets across multiple TileMapLayers.
This feels architecturally wrong, since the same art has to be repeated and kept in sync across layers.
I understand that this could be avoided by designing tiles in a way that does not require overlapping.
However, with this type of hand-drawn art, it becomes difficult to split assets into clean, uniform tiles.
If the middle section of a floor is meant to be repeatable and randomized, the edge pieces would naturally need to occupy less space and follow stricter rules.
From my perspective, this also creates additional friction for artists. Instead of simply drawing a few floor variations that could be layered or combined freely, they would need to carefully design tightly constrained tile sets, which feels unnecessarily complex for hand-drawn art.
Because of this, I’m considering building levels from larger Sprite2D chunks (sprites with collision authored together), but I’m unsure how well this approach scales from a performance perspective.
What are the best practices in Godot 4 for building hand-drawn 2D side-scroller levels so they don’t look like a mechanical tiled pattern, while still remaining performant?