Notice that the very first tile is blank in that image. The final sprite should look something like this: To start with, we need to make this into a tile set sprite, which would be done in the Sprite Editor/ Image Editor (or an external image editor and then imported as a sprite). Let's take a look at a simple example of a tile set - some square wall tiles for a top down game: Other restrictions include the fact that they can only be rotated by 90°, or mirrored or flipped, and they can only be animated with frames that number a power of 2 (ie: 2, 4, 8, 16, etc.). To make processing tiles so fast, they do have certain restrictions, with the most basic one being that they can only be rectangular or square (if you want anything other than this, then you'll need to create a regular sprite and use the Asset Layer in the room editor, but we'll discuss that in the later section on rooms). These tile maps are then drawn to the screen with very little CPU/GPU processing, making them ideal for designing any static items in levels. So, a tile set is a collection of tiles created together in one sprite, and a tile is simply a graphical resource that gets added to a GameMaker room as part of a tile map. Tile Sets are created from sprites, but they are also classified as a separate asset type since the way that GameMaker handles them is a bit different to both sprites and objects.
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