That works really well ROJO (and if you give the tile sprite a variable you can use that as an index for what animation to play, using the same frame hierarchy as the current one you can use that for separate tilesets. =P
Definitely gonna have this in mind if I ever do a level editor.
Anyway. This does what I want to do, but even so it's not efficient enough for actual use. I want to use this real-time on a larger level. Updating every sprite with a loop pretty much constantly will make the framerate drop like a stone.
So I tried to make it more efficient. First, a "for each" loop that runs once at the start of layout, then with a second I tried to limit the loop to only updating the 8 tiles surrounding the tile that was destroyed.
box.net/shared/v990kh0t3c6xse0y5jp1
It seemed to work alright. So I increased the resolution and filled the layout with tiles, and the framerate is still dropping. As I'm typing I realize I made some mistakes (running the loop 8 times and essentially picking all of the eight tiles each time, for instance)
I'm not there yet, but I'm getting closer! =)
Edit: I think I did it. If so, wooh!
box.net/shared/qrib8jot0ejpz5io5q5c