It shouldn't be too hard to implement collision detection, here is how you can get the bound map value of the tile at (X, Y):
The bound map value is a 16 bit value. The higher 8 bits contain a value 0-$FF that you can add to each tile in the map in Tile Studio (use it for whatever you like) and the lower 8 bits contain the collision bounds (described all the way at the bottom of http://tilestudio.sourceforge.net/tutor.html ).
Method ReadBoundMap: Int (X: Int, Y: Int) Local bnds: Int = 0 Local flags: Int = 0 ' Not used here If FindPositionInMap (X, Y, flags) Then bnds = MapData[Y][X] End If Return bnds End Method
The bound map value is a 16 bit value. The higher 8 bits contain a value 0-$FF that you can add to each tile in the map in Tile Studio (use it for whatever you like) and the lower 8 bits contain the collision bounds (described all the way at the bottom of http://tilestudio.sourceforge.net/tutor.html ).