Here is a simple example:
Note that the texture MUST be power of 2 in order for image offset to work.
Of course you can save those offsets, I'd use hashtable and string tokens, like this:
Hashtable Key: "BigBadMonster"
Hashtable Value: "128,32,64,64"
The value is a string, you can compose it like this 128&","&32&","&64&","&64
So when you read the value at key "BigBadMonster", you use the GetToken expression to get values (it is a string, so there is int() function to convert into number):
Tileset: set Width to int(GetToken(Hashtable.Value("BigBadMonster"), 3, ","))
Tileset: set Height to int(GetToken(Hashtable.Value("BigBadMonster"), 4, ","))
Tileset: set image offset to int(GetToken(Hashtable.Value("BigBadMonster"), 1, ",")), int(GetToken(Hashtable.Value("BigBadMonster"), 2, ","))
This way you get exactly what you want - the texture of 64x64 at 128x32 within TiledBackground.
You can spawn as many tiled background objects as you want ,I guess, doesn't seem to be that big of a performance hit. Or you can use the Canvas paste method. The texture remains the same, so you don't use up extra memory by using multiple instances of Tileset (TiledBackground object).
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Here I modified a little bit the file so it draws the tiles in a more grid snap way, but didn't really understand how to write and read the map created :
Also I'm starting to doubt the usefulness of this, even if we manage to make a good tile map creator, it will only be a text file that the game after started will read and then draw the scene. Unless there were a way to make the drawn map appear later on the editor...
Thanks Mipey! This is indeed much better than using sprite objects for graphic tiles, and will make selecting multiple tiles much easier.