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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -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": "2026-09-04",
"summary": "Improved Tiled Sprite object docs: fixed intro typos, clarified seamless X/Y image offset scrolling, and documented tint color, opacity, and runtime image-swap actions"
}
]
}
12 changes: 10 additions & 2 deletions docs/gdevelop5/objects/tiled_sprite/index.md
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---
# Tiled Sprite

A tiled sprite [object](/gdevelop5/objects) allows us to use repeating images in our games. increasing the width or height of the object will cause it repeat it's image, rather than stretching the image like a normal sprite object.
A tiled sprite [object](/gdevelop5/objects) allows us to use repeating images in our games. Increasing the width or height of the object will cause it to repeat its image, rather than stretching the image like a normal sprite object.

A tiled sprite object can be used to create platforms in a platform game, health bars, status bars, repeating wall tiles, repeating backgrounds, etc.

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![](tiled-sprite-100100.png)

You can use events to manipulate the scale and positioning of tiled sprite object, but there are actions unique to tiled sprites. Offsets, which allow a user to scroll through a tiled sprite image without changing it's position. This is often used for scrolling backgrounds, and similar effects.
You can use events to manipulate the size and position of a tiled sprite object like any other object, but there are also actions unique to tiled sprites.

The **Image X/Y offset** actions scroll the image *inside* the object without moving the object itself. Because the image repeats, the scroll is seamless: gradually increasing the offset every frame is the usual way to make a scrolling background (for example, clouds or a parallax layer that keeps moving).

![](/gdevelop5/objects/ChangeOffsetActions.png)

Other actions let you adapt the object at runtime:

* **Tint color** applies a color over the image (the default white leaves it unchanged), useful for reusing the same texture in different colors or flashing an object.
* **Opacity** makes the object more or less transparent, for example to fade a background layer in or out.
* **Image** swaps the displayed image for another resource, so a single object can be reused with different textures.

## Examples

!!! tip
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