Making it compatible could be done easily. I believe you would only need to add a "@tilemap.refresh " near the end of the update method to call it when the tilemap bitmap is changed.
I would advise against that script, even for the default Tilemap script, though. You may has well just re-label the script to "LAG". It takes quite a bit for the entire game map to be re-drawn every 10 frames. I wouldn't have a window be re-drawn that often if not neccessary, let alone the tilemap.
EDIT: I also fixed bug with autotiles in newest version. I forgot a lone little "if" as a condition for a "next", therefore it would always "next" to the next iteration and not store data.
EDIT2:
Alright, I did the following:
- Did some overall coding improvements.
- Fixed possible error that could occur if transition occurs before resolution is initialized.
- Fixed possible error that could occur if log file tried to be created when the data file was not present.
- Changed the Resolution module to a class. Now uses a global variable to create an instance, which can also double as a plug-in variable for other scripts to check for its presence.
I ALSO UPLOADED A DEMO
This should be helpful for those who are still having issues with it not working at all. If the demo just flat doesn't work, the only problem it can be is some type of PC setting or something. This doesn't neccessarily mean that it can't be fixed, though. If you still encounter problems with the game running using the demo, please still report it and I can attempt to find a way around it.