Movable Tilesource cursors so we can use Tilesources as spritesheets

I am currently making a runtime level editor for my game, mainly for modularity reasons, as trying to create an load individual collections or tilemaps didn’t seem viable to me long term (I am making 500+ rooms which each need their own maps so keeping the system to a single collection seems correct).

So I have it half-complete, however when I was designing my palates for the individual tiles, I tried using the actual tile source as a gui object sprite. which works, I can even animate it to loop through my tiles. however trying to make each palate its referred image in the tile-source caused issues. I was planning on using a 0fps animation of all the tiles, and then using the cursor from the flipbook function in order to map each ID to each tile, as they are the same.

but this doesn’t work.

Currently there is no way to either set the cursor of a tile source to a index or set the sprite of a object to a tile index. which would make it so much easier because then I wouldn’t have to update more than one file when I add more tiles to the project, as I could use the individual tiles as icons.

Allowing more controlled sprite sheet use would allow users to require less files to update as tiles automatically come with index ids as easy options for modular designs, and would allow them to connect to datasets a lot easier if each tile object did not need its own file.

It would also allow more easier swapping of spritesheets using tilesources instead of flipbooks. Or generally using tilesources as spritesheets for general use if a user prefers.

essentially an expansion of the animation system for tilesets to allow more efficient changes.

Thank you for your time

Screenshot of the Level Editor (Notice how I can’t change the icons in the top left, even though they share a sprite and animation)

Image