> This is actually happening because the textures are power-of-two, I think. It means they tile seamlessly inside the object, but it seems the edges glitch (because they're trying to tile the opposite side of the texture). I shall contemplate a solution!
>
I shall contemplate what the heck you're talking about.
Oh, now I get it.
But it only happens when the tile is trying to render at a sub-pixel position. For instance, on Point sampling, or if you tell Construct to manually round the scrolling to the nearest pixel, it works. Weird.
The colors of the problem columns seem to be averages of the brown and white they are supposed to be. So maybe it's trying to jam two columns of pixels into one column. Or more appropriately it's trying to put say six tenths of one column and four tenths of another column of the tile into one column on the screen.