Microsoft's XNA Platformer Starer Kit Level Editor? A != a, B != b, C != c...

https://bitbucket.org/FinalMirage/xna-platformer-level-editor

I checked out this level editor, but it’s having an issue displaying X versus x. It shows the difference on the grid, but not where you select the current texture…

Do you have a solution or an alternative? You may have heard of Super Mario Maker by Nintendo. A level editor in game would be nice, instead of the usual outside WinForms or what have you in practically every game engine you see these days (Source, Unity, Unreal, etc).

It looks like this is the code causing the issue between A a, B b, C c, ETC etc… Any help?

    private void LoadAllTextures()
    {
        //Check to make sure the directory assigned exists.
        if (!Directory.Exists(pathToContentFolder))
        {
            //If the path to the Content folder doesn't exist, let the User know.
            MessageBox.Show(String.Format("The {0} directory does not exist. Please check that 'pathToContentFolder' is correctly assigned.", pathToContentFolder));

            //There's no need to continue if we have the wrong folder, so just close the application.
            Close();
        }
        
        //For all tiles we have in the game, let's load their textures!
        foreach (char c in CharactersDictionary.Keys)
        {
            //Make sure the image exists before we load it!
            if (!File.Exists(pathToContentFolder + CharactersDictionary[c]))
            {
                //Blank tiles (.) are null because they don't have a texture, so skip them
                if (CharactersDictionary[c] != null)
                {
                    //If it doesn't exist, let the User know so they can change it!
                    MessageBox.Show(String.Format(
                        "The file path for tile '{0}' does not exist. You tried to load {1}. Make sure 'pathToContentFolder' and the path for tile '{0}' in CharactersDictionary are correctly assigned.",
                        c,
                        pathToContentFolder + CharactersDictionary[c]));

                    //Close the application so they can change change it to the correct value.
                    Close();
                }
            } 
            tileDictionary.Add(c, GetTileTexture(c));

            //Load an image so we can show a preview of it in our texture list view
            Image image = GetTileImage(c);

            if (image != null)
            {
                //Here we have to work some magic since _most_ of our players/enemies are in the
                //form of spritesheets instead of a single image. What we want to do is get the
                //first frame of the image and use that for our image. We use our List of PlayerAndEnemyChars
                //in the Tile.cs class to find out if we're dealing with a player/enemy image.
                if (AnimatedSpriteChars.Contains(c))
                {
                    System.Drawing.Bitmap original = new System.Drawing.Bitmap(image);
                    System.Drawing.Rectangle srcRect = new System.Drawing.Rectangle(0, 0, image.Height, image.Height);
                    image = (Image)original.Clone(srcRect, original.PixelFormat);
                }

                //Add it to our image list which we use to draw each texture in the texture list view
                imageList.Images.Add(c.ToString(), image);
            }

            ListViewItem item = new ListViewItem(c.ToString(), imageList.Images.IndexOfKey(c.ToString()));

            //And finally, add it to our list of textures to show up in the texture list view
            textureListView.Items.Add(item);
        }
    }

    private Image GetTileImage(char tileType)
    {
        Image image = null;
        string filePathFromContentDirectory = CharactersDictionary[tileType];

        if (!string.IsNullOrEmpty(filePathFromContentDirectory))
        {
            //Open a new stream so we can load the image
            using (Stream stream = File.OpenRead(pathToContentFolder + filePathFromContentDirectory))
                image = Image.FromStream(stream);
        }

        return image;
    }
    private Texture2D GetTileTexture(char tileType)
    {
        Texture2D texture = null;
        string filePathFromContentDirectory = CharactersDictionary[tileType];

        if (!string.IsNullOrEmpty(filePathFromContentDirectory))
        {
            //Open a new stream so we can load the texture
            using (Stream stream = File.OpenRead(pathToContentFolder + filePathFromContentDirectory))
                texture = Texture2D.FromStream(GraphicsDevice, stream);
        }

        return texture;
    }

Can anyone figure out why it shows the correct textures on the tilemaps, but NOT the tile selection tool?