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Here's a link that might give you a leg up:
Having an engine that supports iso maps is one thing. IMO the more important portion is having solid pathfinding logic that supports isometric movement.
If you take a look at that link, there is logic for actually creating a very simple isometric gameboard. It's just a bit of extra work to make the board generation read from a text/json file, so that pre-defined maps can be used. I also know that Tiled does support json exporting, so that is a nice shortcut for you as well.
I realize that it seems like you aren't getting a leg up, because you can't leverage Dusk/MTE for level creation, but unless you're going to be using a lot of the additional features of those engines, you might be best served creating your own levels in this fashion.
I agree w/ Alex. You don't necessarily need to use Dusk in order to create a game/levels using Tiled. Yes, you may be giving up on some great pre-packaged features that Dusk provides, but then again maybe you don't need them and/or you have a learning opportunity here.
Anyways, I'm sticking my nose in because I'm using Tiled and my own home rolled loader for an orthogonally tiled game. You may find something useful in my loader if the other resources you have available to you don't get the job done.
PS - My loader does not draw levels. It loads the object sheets and then uses maker functions based on the gid found for each object. i.e. I just use tiled for layout.
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