Thanks zyblade! Not sure why the button does that but that is the reason.
I will make a more in depth tutorial soon on how to place tiles using the 'noise' plugin or, in this case, I used the old 'perlin' plugin. The method works with either. Though Im still learning myself. First I need to figure out some things.
But in short, the level is filled with noise based a random seed. Every seed is a unique noise pattern for the layout. This single seeded number can be used as part of a save system if one wanted. Then you'll notice that in this example the dimensions of the tiles to be placed are determined by the variables 'x' and 'y' in the loop, forming a grid. The tiles are only 8 x 8 pixels therefore we multiply the indices of the 'x' and 'y' loop by 8 so they tile evenly. Finally the noise value on those indices return a value between -1 and 1 and are used to determine whatever you want. In this case, its the type of stone within the level. For this example I made the more rare stone use small value ranges toward the 1 range. The animation frame of the tiles are set based on those values. However, you could place separate sprites instead of a single sprite with different animation frames as I did.
What I'm trying to figure out now is how to get the water to settle so that its even and not stacked up unrealistically, for the platform level example. Also how to do so if a block is 'mined' or removed below it. I'm not having much luck.