Any amount of layers will be cool with the above editor. Each unique Tile has it's own tile object.(Tiles on the map just reference the original)..so soon you'll be able to set a tile to 'collider/shadow caster etc'
The lightmapping works(and it's memory heavy, but considering this is a 2d game and most people have hundreds of mb, i'm not worried) by creatig a new tile for each visisble tile on the map, then it renders the light per-pixel across the surface, doing an intersection test of some sorts against the collider tiles. (it'll do this in the map editor, and save the results. Not in real time)
I was going to do a custom format with zlib compression, due to the amount of tiles it spews out..any code in your current version that rely's heavily on the format you're using now?
The lightmapping works(and it's memory heavy, but considering this is a 2d game and most people have hundreds of mb, i'm not worried) by creatig a new tile for each visisble tile on the map, then it renders the light per-pixel across the surface, doing an intersection test of some sorts against the collider tiles. (it'll do this in the map editor, and save the results. Not in real time)
I was going to do a custom format with zlib compression, due to the amount of tiles it spews out..any code in your current version that rely's heavily on the format you're using now?