The
Tiled Background object can display an image in a repeating pattern, as shown below.

This pattern can be achieved with a single Tiled Background object, and it is much faster (and more convenient to edit) than using multiple Sprite objects arranged in a grid. Always prefer using Tiled Background objects wherever an image repeats.
Tiled Backgrounds cannot have a collision polygon. They always collide according to their bounding rectangle.
Power-of-two sizes
For best results, use a power-of-two sized square image for the Tiled Background (e.g. 16x16, 32x32, 64x64, 128x128...). This achieves best results in WebGL mode. The object will still work correctly with non power-of-two sized images, but the quality may be slightly reduced since the image has to be stretched to a power-of-two size before tiling.
Tiled Background properties
ImageClick the
Edit link to edit the Tiled Background's image.
Initial visibilityChoose whether the object is shown (visible) or hidden (invisible) when the layout starts.
EffectChoose a blend mode for the object.
(none) means the object displays normally over the background. Effects like explosions and lighting effects can be achieved with these blend modes. A demo of all the effects can be found
here, or see the
Sprite effects.capx project in the Examples folder in Construct 2's install directory (the effect is the same for Tiled Background objects).
HotspotChoose where the hotspot (or origin) is in the object. By default it is at the
top-left of the object's bounding rectangle, but it can also be set to
Center which may be useful for rotating the object.
Tiled Background conditions, actions and expressions
Tiled Background has no conditions, actions or expressions of its own. It only uses
common features which are shared between different objects in Construct 2.