Yes collision polygons don't work for me here because in some tiles I would need more than one polygon.
I've experimented with a second invisible tilemap and drawing it manually and it's not efficient. I currently have drawn out 5 quite large maps with the larger 256x256 tiles where drawing the smaller 64x64 tiles on top of is too time consuming because eventually I would love a larger variety and drawing them out by hand doesn't make sense. I haven't figured out random generation yet, which would help, but doesn't solve the collision problem.
It looks like in the demo you shared the tilemap was drawn manually over a sprite. You mention I can 'fill it with an event'. What do you mean by that/how? If I created a 64x64px tilemap and marked tiles 0 through 3,4,7,8...etc as tiles that register collisions how could I then 'attach' them to the larger 256x256 tiles? That's not possible is it? Here's a picture:
So in the 256x256 tilemap, tile 0 would coincide with tiles 0-15 on the smaller 64x64 tilemap and anywhere tile 0 is so are tiles 0-15?
Maybe I just have to pick a completely different approach? It's not possible to split the art up in an efficient to draw way and register collisions properly. I have clear areas of transparency in my tilemap. Is it possible to say 'whatever is transparent you can't touch it?
Maybe it's just best to fully redraw the assembled maps, have fewer of them, and layer sprites as navigable or collisions?
I was hoping for some relatively detailed art which is why I went the tilemap route. Maybe they're not great for that?
Thank you for your help!