diff --git a/automated_updates_data.json b/automated_updates_data.json index 88dd158d37..afcd433168 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -104,6 +104,10 @@ { "date": "2026-07-07", "summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names" + }, + { + "date": "2026-09-01", + "summary": "Improved Tiled Sprite object docs: added scrolling-offset explanation and tint, opacity, and runtime image-swap actions; fixed wrong reference link in Text Entry object doc" } ] } diff --git a/docs/gdevelop5/objects/text_entry/index.md b/docs/gdevelop5/objects/text_entry/index.md index aa831db4e8..3232d5996d 100644 --- a/docs/gdevelop5/objects/text_entry/index.md +++ b/docs/gdevelop5/objects/text_entry/index.md @@ -51,4 +51,4 @@ Using events, it is possible to enable or disable the "Text entry" object. Event ## Reference -All actions, conditions and expressions are listed in [the shape painter reference page](/gdevelop5/all-features/text-entry-object/reference/). \ No newline at end of file +All actions, conditions and expressions are listed in [the text entry object reference page](/gdevelop5/all-features/text-entry-object/reference/). \ No newline at end of file diff --git a/docs/gdevelop5/objects/tiled_sprite/index.md b/docs/gdevelop5/objects/tiled_sprite/index.md index acfefb428c..f2be194c48 100644 --- a/docs/gdevelop5/objects/tiled_sprite/index.md +++ b/docs/gdevelop5/objects/tiled_sprite/index.md @@ -47,6 +47,16 @@ You can use events to manipulate the scale and positioning of tiled sprite objec ![](/gdevelop5/objects/ChangeOffsetActions.png) +By continuously increasing the **Image X Offset** or **Image Y Offset** in the events, the tile pattern appears to scroll inside the object — a common way to create a moving background without repositioning the object itself. + +#### Change the appearance + +A few actions let you change how a tiled sprite looks while the game runs: + +- **Tint color**: multiplies the image by a color (the default, white, leaves the image unchanged). Useful for damage flashes, day/night tinting or reusing the same tileset with different colors. +- **Opacity**: makes the object more or less transparent (from 0 for fully invisible to 255 for fully opaque). +- **Image**: swaps the displayed image for another resource, for example to change a wall or background texture at runtime. + ## Examples !!! tip