Hi, I just happened to come across this while searching for something else and thought I’d answer if anyone else comes across is.
What it looks like you’re trying to do is actually a hexagonal grid with square sprites which is interesting. This might sound crazy, but if you look at any cell it has 6 adjacent tiles and the placement of these tiles also follows the same principles of a hexagonal grid.,I happened to come across this while searching, but what it looks like you were trying to do is actually a hexagonal grid with square tiles for their sprites.
Might sound crazy, but if you look at any cell it has 6 adjacent neighbors.
Unfortunately, I haven’t dealt with the tilemaps much either and I have no idea whether this idea would cause other problems, but the first thought that came to me was, maybe a workaround is that you always take 4 fields as one unit, so you could then simply move it by half a unit…