OK it seems to me we are talking about two different approaches to tile-based games.
Thomas6 and jerejigga are covering a basic, beginner-style one (no offense to either of you intended, I’m not referring to your knowledge levels, merely the complexity of the game itself), while Caleb and myself are involved in a more complicated type of engine.
Again though, let’s not forget we can split a tile-based game into 2 areas - the drawing (which MTE and Dusk both handle), and the collision (I’ve not seen anything to suggest MTE can handle complicated collisions, but Dusk is definitely moving in the right direction, you just need patience with Caleb!).
So for now, for a simple platformer or zelda-type game there’s no reason you couldn’t use Dusk to draw, and that document to create a simple collision engine (unlike Caleb, I don’t like calling these a physics engine, dunno why not!). And it is likely more than good enough for a simple game.
I do feel though that gamers today expect a little more functionality and polish than what that document can provide. However, we all start somewhere, and I wouldn’t advocate waiting until you have the perfect code to release your first game, so I’d say that the simpler code would actually be ideal for a first couple of games, and I’ll try to bear that in mind as this thread develops.
However, if Caleb generously releases his code later on with his full physics*, it would almost immediately make many things redundant 
* Or indeed, if I do, but I’m not really sure whether I’ll do that, although I might look into releasing protected libraries as plugins or something.
Bottom line is, it’s all good!