Hi,
Wow, really appreciate your feedback and answers. Apologies for not being more accurate and given some more detailed examples to pinpoint my questions.
RPG, RTS is indeed one of my many dreams to build. I have developed to my own joy, many kind of games in the past so I am not starting from zero. However, Corona and Lua are new to me. I have not spend past two months studying those and adopting my mindset that Lua is not brutally strict as C-based languages are. Took me some time to accept this. Now it feels pretty okay already and I don’t wake up screaming anymore that often 
Yes, one should not start from technical stuff when desining game. Neither do we. I am one part of a team who will embark on this mission but as I am one of the developers and techies, I can’t keep myself from testing different smaller concepts.
We aim for big but start small.
Why I am asking questions 3 and 4 (which number I forgot ) is that nowadays there is huge amount of ready APIs and working modules available when it does not really make sense to do everything from scratch. For example, I found myself enjoying Tiled and Dusk. However Dusk could have more documentation but one can allways ask or check the code itself. Lime was not that nice but Dusk seems to work well… (Lime might not be developed anymore or …)
More on the Q3, I was looking for more like underlying technology like basic architectural concepts. Using files, JSON, SQLite anything. Graphical representation was not my intention at this point. I was after some guidelines on how dialog contents should be saved and if there was Tiled-kind-of-a tool for creating player-NPC dialogues. Maybe there isn’t.
I was thinking of storing all these in SQLite as I have pretty strong Database competence from my real work.
Q4 was stupid all together. It was just kind of a throw if there was know issues like support for full isometric graphics etc. Maybe I return to these once I have real challenges.
okay, moving to Q2
This was again one of my many sandbox tests with Tiled, Dusk and Corona. I was after the latter actually. I did one fairly simple solution just to fool around by adding objects on Tiled to “shadow-areas” which were create as isSensor physics objects. Then I captured this in Collision event and tried with different visual effects on the player image. Nothing really works as you can imagine. There will be points when player is partly of the shadow and then it looks crappy…
on to Q1, again poorly presented question. Lessons learnt for future, one thing at the time and with example and more accurately descriped.
In this particular case which I had in mind, I am moving character with “standard” thumb joystick. How I did it in my sandbox test was that I created static objects in Tiled which where blocking players movements. Player image then also had body but only “ellipse” shapey around his feet. This allowed him to partly overlap near house walls etc. Worked pretty well and it would give level designer pretty nice control at Tiled side.
Does that sound absolutely crazy concept?
I hope this clarified even tiny bit my intentions and fuzzy logic behind the questions
Cheers
-T-