Hey, if you want to make sure I get the message you could type @Nimtrix, which will give me a notification. I saw it anyway though, so here you go:goldboyj_edited2.capx (r114)
First of all, I would stick to power-of-two values for your grid, since all resolutions on mobile or PC are either a power-of-two value or a combination of two power-of-two values added together. (google it if you don't know what that means)
Notice how all the object sizes in the .capx above are all either 16, 32, 64 etc.. You don't have to do this, but there are many good reasons for using power-of-two values for image sizes and such.
Also, using a big image as your background defeats the purpose of the TiledBackground object. Split your background into different objects to save space. (large images increase loading time and space requirements)
You can see how I made a similar background just by using one 64x64 sprite and one 32x32 sprite (could have been 1x1 for that matter). I would recommend you do this instead of making a 800x480 background that covers the whole layout.
To fix the offset you can see I subtracted the offset-values from the mouse position inside the floor() expression, then added them after the expression. I also added a clamp expression to keep the towers inside the grid area. Also note I moved the image point of all the towers, monsters etc.. to the top left corner.
Long post, but I think that's about it. Feel free to ask if I left anything out.Edit: Noticed some silly typos, had to fix it.Nimtrix2013-01-03 19:21:19