Naughty Puppy:
moneras s:For a 2D game it doesn't matter. However, assuming you would want to tile the texture, having standardized sizes makes a lot of sense.
That does worry me. The intention is to tile the texture such that it is a solid field of grass. I don't mind if my 418x418 takes up as much memory as a 512x512, but I do need it to repeat without any gaps. Would the extra 94 pixels be filled with empty space?
You have complete control to scale the image to whatever size you want, as well as tile the image however you want. All you would do is draw the image every 418x418 pixels, or you could scale it up to 512x512 at runtime by changing the size of the rectangle that you render it in.
I think the key thing is to plan before you implement. Many 2D games work on some type of tile based system. The Starcraft level editor comes to mind. Every tile is maybe 32x32 pixels. A space marine is small and takes up one tile. A bunker takes up 4 tiles total, and is 64x64 pixels, etc. The point of this system is to make sure that all the pieces fit together nicely, large and small.
And to be clear, you could make it 50x50 pixels per tile, or whatever you want, and images can have non-square dimensions.