I'm making a game where I have a big background, which is one big image, and can not practically be converted into a tile map.
My dream would be to have this image in high resolution for the retina display, 4096 x 2048. I think this will consume 33 Mb which probably is too big, and since I also want some other layers for foreground and background, that will be too much.
I will need to split this into smaller blocks, but since it's a fast game I could not load the maps on the fly, so it needs to be in the memory all the time, so it will consume the same amount of memory as a big image.
But as cocos2d is limited to 2048 x 2048 i would need to split it into smaller blocks. But since this seems so memory consuming, I would want to use lower res backgrounds, like 2048 x 1024 (8 Mb memory usage).
So my question is: Can I use lowres images (same for both retina and non-retina) for backgrounds, and highres images for sprites like player, bullets etc?
This way the game would look good on iPhone 4, as long as you don't pay too much attention to the backgrounds, which will be scrolling anyways, so maybe lowres will do.
I was thinking that I would have some kind of scaling problem if mixing background.png with player.png/player-hd.png. Maybe it's just a simple if/then?
Thanks for any comments on this! :)