This is one of those "ok this is sort of a specific use-case and I have alternative solutions but I would prefer it to work this way" type questions but:
I would like to be able to grab the exact tile index of a tile something collides with and while GM now supports colliding with tile layers, the functions only return the tilemap index which is still useful but it doesnt tell me the type of tile.
So my question is: whats a good approach to this? Im currently considering having the game grab points via the bounding box coordinates + offsets (while also accounting for the width being possibly bigger then the tile size while also accounting for being over multiple tiles, etc) but if people have better suggestions that would be Swell.
The specific context is a platformer engine that wants slopes and one-way solids to be interactable/detectable thru the movement code. I can't really depend on using only the center point of the sides of the bounding box because of it missing a second tile that it should be colliding with or falling off a ledge prematurely. I can use corners for this too but like, yeah. Its a whole thing.