So, after a long and arduious search of a simple tool that would let me cut a tileset up into individual tiles that I could use in Construct 2, I realized something: why not just use Construct 0.x for that task?
Thing is, I've been working on a simple roguelike in Construct 0.x and I wanted to try that in C2 as well. However, methods I use in C0.x don't work in C2, because there are no texture offset methods (YET!). Therefore I needed to get individual tiles out of the tileset.
I have 256x256 tileset.png image, transparent. 16x16 tiles. I needed to cut them out of the tileset and save them as individual tiles in the .png format.
So I started a new C0.x project, created a 16x16 sprite and imported 16x16 animation frames using the built-in animation importer. Now I had a sprite with 256 animation frame, each corresponding to a tile.
Set the animation speed to zero (0). Don't want the animation to play.
Then, I added the image manipulator object.
Finally, in event sheet I made the following:
+ Trigger once (instead of at start of layout)
+ For "i" from 1 to 256
Sprite: set animation frame to loopindex("i")
ImageManipulator: Copy image from Sprite
ImageManipulator: Save PNG image to AppPath%"tile-"&loopindex("i")&".png"
Then I hit the preview and... done! In the project folder I found tile-1.png to tile-256.png files, each containing the correct texture!
Importing all 256 into C2 is another issue, however, so I'll just conclude this here and now. Construct 0.x can be quite a handy tool to work with!