New answers tagged spritesheet
To do this effectively without 'generating all possible options,' you're going to want to use a layering approach... at least in theory, even if in practice you eventually collapse the layered textures to a single sprite for draw-call reduction, which I think you should and will detail later. The layering approach involves having a sprite set for all your ...
Shoebox is a great tool for this purpose and rather flexible. http://renderhjs.net/shoebox/extractSprites.htm It's AIR based, so you can use it on OSX or Windows. It's drag/drop automagic at it's best.
Using a bitmap as map format where one pixel is one tile might be a quick hack to substitute a proper map editor, but when your maps become more complex (multiple layers, objects, zones, map properties etc.), you will soon feel the need for a proper WYSIWYG editor. You could either develop such an editor yourself which reuses your graphic engine and exports ...
from what i can figure from your question here are two possible answers a) draw your objects into a similar tile sheet and assign color values to them. then save them into a new map and just load maps on top of each other. The flaw here of course is that you will have to count individually where each tile'pixel' goes--unless you code your self a simple ...
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