[QUOTE=Hasuak] Oh, my. I've never thought about that shadow thing. I need to check it out tomorrow when I have time. Thank you so much.
Yet you didn't answer my question. I was talking about the walking enemies that overlap each other and doesn't go behind others when walking higher (farther) on the level. I just realized that whenever 8-directional object moves, it comes on top of the layer. Or so it seems. I'm not completely sure, since it could also be the action that I made for player's depth. I can make the enemy go in front or behind player sprite, but not other enemies.
I can't really share my CAPX because it's full of graphics, test stuff, debugging etc. Pre rendered 3D stuff with lots of frames ;)[/QUOTE]
If your shadow is placed for enemies too, they will not be able to overlap each other, by checking their shadow.Y and collision polygons ^^
Read more here: http://www.scirra.com/forum/rpg-games-and-the-overlapping-issues_topic51274.html?KW=rpg
Also, you can know what enemy is behind each other by checking their ID. You can easily make an ID as an instance variable on creating or on placing the enemies on the Canvas (this way, just fill the ID on the instance right after placing them)
Needing to know more about how to know what shadow is hitting with what shadow, you can check this little talk, it's a plus and you'll need it on the future: http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail