Tilemap image bug

The transition image in my game is a tilemap object, whenever the player dies it shows it like this:

But sometimes it looks like this:

It happens not so often though, but it was still weird,

Should I use tiled sprites or sprites instead of a tilemap, reason why I used a tilemap was because I would resize the sprites to fill the whole screen, and resizing a sprite that big would make it less performant. :thinking:

The type of object is not the problem. But, it is impossible to say anything more without knowing what’s going on in the events.

Tilemaps should be used when you want a grid of tiles. A tiled sprite should be used when you want a repeating image.

Scaled sprites should not affect performance. How big is the sprite and how much are you scaling it?

With the event it’s just hiding it and showing it, here is the events:

I must have confused sprite resizing with the actual size of the image for performance and for the scaling it is the whole screen which is 800w 720h and image size is just 8x8.

What is better for a transition like this, a tiled sprite or a regular sprite, or does it not matter? :thinking:

I see, its best to use a sprite in this case, if it is just a black square. Tiled sprite uses more computation since it has to repeat the image over the whole area and potentially crop the sides if they don’t line up with the image borders.

If you wanted a repeating texture then you could use a tiled sprite. Just using one is not going to slow down your game… the problem arises when you have too many of them on screen at once.

Ah yes! Thanks for helping me out! :smiley: