So far on the melding, I’ve added the ability to render, erase, create object layers, image layers, and add tile physics to maps (the physics part still isn’t finished). I’ve got a library called “Glass” that loads a map into an easier format.
Here’s the Glass load format:
mapData
    tilesets - Not used, just a reference table
        tilewidth - Width of the tiles
        tileheight - Height of the tiles
        image - Image path
        imagewidth - Width of the image
        imageheight - Height of the image
        numCol - Number of tiles that fit from left to right across the image
        numRow - Number of tiles that fit from top to bottom across the image
    tileref - A numerical index of the tilesets, each number in it corresponds to a number in a tile layer’s “data” table and the resulting tile image can easily be found
        1-#tiles in the map - Table containing tile data
            tileset - Not used, a reference to the tileset (see above)
            sheet - The imageSheet for the tile
            frame - The frame for the tile
            data - The sequence data for the tile
            EXTRA: With the tileref, you’re able to create tiles easier by simply collecting the associated “data” number and using the tileref references
                
                local thisTile=display.newSprite(tileref[theDataNumberYouHave].sheet, tileref[theDataNumberYouHave].data)
                    thisTile:setFrame(tileref[theDataNumberYouHave].frame)
    width - Width of the map in tiles
    height - Height of the map in tiles
    tilewidth - Tile width
    tileheight - Tile height
    layoutCount - Number of tiles (total) in the map
    layout - Table containing grid positions (not exactly needed, but I use it in Quartz - it can be removed)
        [1-height][1-width] - Grid tables
            tileX, tileY - The position in tiles of the grid unit
            pixelX, pixelY - The position in pixels of the grid unit
    layers - Table containing layer data for the map
        tile - Table containing tile layer data for the map
            tilewidth - Width of the layer’s tiles
            tileheight - Height of the layer’s tiles
            data - Layer data table
            properties - Converted properties for the layer (see the “helper.convertProperties()” function)
        object - Table containing object layer data for the map
            objects - Layer object data table
        image - Table containing image layer data for the map
            image - Image path for the layer
Be warned that my code is by no means complete, nor the best that it could be - it’s just a prototype 
You can download it here: https://www.dropbox.com/s/s33yk4tm61f2ne5/CoronaTiled.zip
- I’ve created a basic function, called “convertProperties”, that arranges values into a table. Here’s what’s returned:
 
tileProperties
 -Physics
   -All properties preceded by “physics:”
 -Tile
   -All properties preceded by “tiles:”
 -Layer
    -All properties preceded by “layer:”
You’ll find it in the “helper.lua” file. If you can think up a good name for it, you can name it.
- I’m not exactly sure what you’re asking, here, but I think you’re attempting to strip the prefix of the tileset image path that Tiled adds (something like “/…/users/somebody/documents/whatever/tile.png”). Is that right?\
 
Big projects:
- 
Documentation (transcript) - Sure! (that is, if I figure out GitHub, which I’m getting closer to doing :))
 
- 
Sample projects - I’m willing to work on it/them 
 (nice RPG, by the way!)
 
- 
Ok - great 
 
(note the triple emoticons of eternal power)
C