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 :))
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Sample projects - I’m willing to work on it/them
(nice RPG, by the way!)
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Ok - great 
(note the triple emoticons of eternal power)
C