I think I found a workaround for this anyway, it's when the driver does not support power-of-two textures. Should be fixed from next build even without NPOT support.
Link is now 404, please put it back up if you need this investigating!
Ah, thanks for the find - should be fixed in the next build.
Closing, please follow the bug report guidelines.
Closing, please follow the guidelines and attach a .capx.
It looks like the old version, since they just launched a newer update. The version there is about 7 years old now. The new version has an upgrade fee, so it looks like you'd still have to pay again after buying the bundle to get the latest version.
Can't reproduce, looks fine here. Sounds very much like a graphics driver issue, try making sure they're up to date.
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It would be difficult mainly because TMX files use a bunch of different internal formats (like zlib and gzip, which we'd need to find and import JS libraries to support) and is XML-based (so no CocoonJS support). It should work better if you stick to the JSON format that the Tilemap object uses itself. Perhaps an option could be added to Tiled to export in this format directly.
It should work fine if you rename index.html to something else, but the images and media folders might conflict, so just put each game in its own folder.
Fixed link: Ideas for Construct 2's future
The icon size is based on the text size. Have you also tried zooming the event sheet view (ctrl+mousewheel)?
If you don't use the same settings as the tilemap object, you'll have the same problems - the sprites will seam along the edges. And it will be slower, because the tilemap object has unique optimisations. So why not just use the tilemap object?
FWIW, mass is the density multiplied by the area of the collision polygon, so it would be tricky to work out by hand.
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Post a .capx.