I'm just posting here my comment made on the blog.
Ashley,
I started to work in a new game to use and abuse of the new features, and learn from it.
Using the TMX system to map a stage is awesome, and mix it with invisible solid shapes is amazing.
Looking for the feature, like it's actually, I just missed animated tiles. Using your philosophy of commas, it could use something like this:
X = Grass / Earth;
Y = Water;
XXX XXX YY XXX
While Y use 3 consecutive tiles to be animated, with 5 fps of speed, so, it could be, in the tileset, an arrangement like this.
X Y1 Y2 Y3
And inside the code with commas, 6x1, 3x2x3, 3x1, and then, setting the fps globally for a tileset object, so, whenever it call a third part of the multiplication.
Plus, if it turn too much complex, you can have it turned into an auto-tile system, like RPG Maker did, using this type of procedural:
6x1, 2x3c, 3x1 (where c is an alternative index of a pre-formated tileset, see below)
blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/
It's can be a special part of the software, where it will always be displaying animated tiles with the same exactly setup, making the image format standard and easy to use, also, smaller tilesets specially designed for animations like water, doors, etc.
Plus, auto-tiles have the nice behavior of know where the edges are, and fill them always when possible.
blog.rpgmakerweb.com/wp-content/uploads/2012/01/AT-OSeperate.png
And on platform games, make water surfaces with those animated tiles, also auto-tiling the scenario would be great!
I'm very excited with this new feature, and everyone here sent you a special hug and thank you!