Looks nice but still very basic. Is the background just an image and you added the collision boxes, or is the background also composed out of multiple parts? And is this java2d?
Also I work with tiled but I don't assign properties to tiles. You can have object layers in tiled and draw tile objects freely or add shapes like rectangles or ellipses. I build my graphics with the tiles, but for example the collision box of my level is simply defined with shapes. Maybe it would help you to have an in depth look at what is possible with tiled and other editors, so you can see what concepts work for you and what don't.
Some things i'd find nice to have in such a level editor:
- mirror sprites
- rotate sprites (smooth rotation and snapped to 45° increments)
- tinting of sprites (incl. Alpha value)
- grouping/ungrouping of objects. So you can move or transform a group by only changing one of the grouped objects...
- create shape with outline. Use an image outline to create a shape...
I'd be interested in trying your tool out, but it would require a runtime which works with libgdx, android and gwt, otherwise I don't find much use for it (don't have the time or the nerves to build another renderer XD). Keep up the work.
It is Java2D.
The background is an image I added to the map editor, and I added collision boxes.
This tool is really for people who don't wish to make maps that have a "tile" feel. If you want to have complicated and intricate artwork in a game, you can paint the entire map in an image editor, and then export it as a PNG. Load it into this program, and use the various tools to outline collision boxes.
I'll include all those features, and I'm definitely going to create runtimes for LibGDX, and Java.