I think I set you down the wrong track, you could create objects on your map and easily call them in to give them all the properties you want or set all the properties in tiled to them by looking at the MTE documentation. And that all works fine, but with my experience on MTE it is very amazing but has a few minor bugs, and you will come across this bug and there are some threads in the history on it. It happens when creating objects and using them for all these properties while loading/changing maps through MTE etc…hard to describe. Just saving you a huge headache that doesn’t make sense just do what I’m gonna suggest next.
If you want a wall that is just a physics object sure do it in tiled but if it has any specific properties or special collision rules just create it in corona and do the normal add sprite functions and after do what you want.
//mte.add sprite (monster…)
//physics.addBody(…)
//monster.isSensor = true;
monster.type = “wall”; —is how you set collision
…
It may be tedious and a lot of code where you can do it in Tiled, but believe me the bug will come for you
I like to do just:
Runtime:addEventListener("collision", onCollision)
To handle most my collisions, as there are so many to handle when you get further in the project…that may be incorrect if anyone wants to correct me on that. And I use the above code now to handle everything.
My 2 cents on working 5+ months full time on MTE.