spongehammer
When you use "imagepoint" it just takes an imagepoint number. So 1 for the first imagepoint, 2 for the second...
0 currently uses the object's center of mass instead of the origin. The built in physics does this, but I think it may not be very intuitive. Thoughts?
So with "imagepoint" use
1, 0 for the first imagepoint
0, 0 for the center of mass
If you use "layout" you can use:
Sprite.ImagePointX(0), Sprite.ImagePointY(0)
or
Sprite.X, Sprite.Y
Prominent mattb
It looks like a bug in the js library itself, so it may take longer for me to debug. If you move the tilemap 1 pixel to the right it works flawlessly, oddly enough.