We're no longer supporting palletes in favor of 32-bit color. However, we may support a more sophisticated color filtering system so you won't have to make 2 tiles to make a recolor.
The way this would work at runtime is you can tint any tile however you like. So 12 combos that all use tile 260 can be different colors, but it's still limited in the way that tinting is, so full color would be (red,green,blue,alpha) all 255.
A solution to this would be to allow scripts to directly reload and recolor on the pixel level any tiles they want, however this is not to be done on a frame-to frame basis because of the overhead involved, and should only be used on initialization of a level for example.
The problem with keeping the tilesheet pixel data in memory at all times is that it uses up at least 70,000 Kilobytes of memory.
Will this system colorize the entire tile or change one color to another? Ex.: The green on a tree would change to blue, but the trunk would stay brown.
I added a LOT of support for this. Direct pixel conversions and adjustments between red, green, blue, alpha, hue, saturation, value, lightness, darkness, tint, and a few other things. So you should be able to do that in the editor as long as whomever works on it implements that stuff.

