After a little playing around I think that flicker can be removed. I exported tile set with standard padding and margins ( 2 pixels ) but also extruded tiles by 2 pixels from Texture Packer. Then loaded in tile set into tiled setting Margin to 2px and Spacing to 6px. Then I imported tile map into engine. Inside engine I then open tile set and edit tile size by adding 4 pixels. Seems to work ok and no flicker, tile selection alignment is off ( suspect size for selection rectangle is taken from map and not tile set ! ).
But and big but at moment is that rotation of tiles is not supported so any rotated tiles just don’t show. I’ve actually written several importers for Tiled and Rube on other engines so once I get my head around engine i may give it a try. For now it looks like tile system has too many missing simple features to make it usable, looks like i will just create bigger blocks and import them as sprites for now.
- Note for developers. it may be that you are using gid to work out what tiles goes where in tile map, if you don’t take into account bits 30,31,32 of gid then a flipped / rotated tile will have a different gid and hence will not get set when map is imported. ( /bjorn/tiled/wiki/TMX-Map-Format , Tile Flipping ) . just a thought as its normally one that gets missed.