Need help? No worries!

Go to http://blog.tbam.com.ar for step by step tutorials

TIPS SUMMARY:
- Backup your files.
- Use one layer for collidables and one layer for non-collidables.
- Derive all your sprites from an Entity class

NOTES:

Each time you save a ".flan" file, if the file already exists it's renamed with a ".flan.bak" extension.
Anyway you should backup your files periodically in case of corruption.

SUGGESTION FOR PROTOTYPING:

For prototyping, use one layer AND one tileset for non-collidable tiles and another pair for collidable tiles.
This way you won't have to replace a lot of tiles when adding more non-collidable tiles.
The non-collidables first collidable index could be set really high to forget about it.

If you intend to use the custom value properties on sprites I recommend you to:
Derive all your sprite classes from an Entity class (in turn derived from FlxSprite)
 and add all the possible custom-properties you will use in the game to this class.
This way you will avoid errors if you forget to clear the custom value grid and your
sprite didn't had that property.
you can do something like
public class Entity extends FlxSprite {
    var enemyStrengthMultiplier:Number = 1.0;	//standard
    var doorId:int = -1; 			//invalid
    //etc...

    public function Entity(<...param list...>) { super(<...param list...>); }
}

-Martn