Yeah, I just want to make sure everything lines up properly. I was thinking I should find a way to determine which 32x32 square my character is standing in, that way I can specify where to place the "changed" block. I might find myself with 32x32 background tiles, and change them as the player uses said tile.
I'm open to other options, too. I'm not wanting to get too complicated, as I like clean code.
Lucky its fairly easy to work with tilemap, here are some tips to get you started
First thing is to keep track of tiles, since C2 doesn't show the tiles for you, adding a functionality that will always show this based on the mouse position is very helpful (The purple square is the mouse position). And in a lot of cases when working with tilemaps I personally find it a lot easier to work with the tile index rather than X,Y coordinates as it can be difficult to see what tile you are working with. So storing the converted mouse X,Y position in a variable can be useful, I would normally store these in a Game_controller sprite rather than as global variables, but either way will work. Storing these values can make it easier if you need to select tiles, as in the second event I use these variable to set the target tile for the green sprite or if you imagine that you want to check if there is a certain thing on a given tile.
In the last event I store the units position in two variables.
Tile_X and Tile_Y and you just have to make sure that these are always kept up to date and then you can use these whenever you need to check if a unit might be overlapping something on a tile etc.
And I would add such conversion to all objects in your game, so you can just do a Object1.Tile_X = Object2.Tile_X and so on.