How do I use tilemaps using Z Order?

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Post » Fri Nov 28, 2014 2:04 pm

I want to make a game in which there are trees using tilemaps, but I want a tree to have one part of it in which the player moves behind and one in which the player moves in front. From half of the bottom to the top: set tree in front of the player. From half of the bottom to the bottom of it: set tree behind the player.

I'm looking for a simple way to do it, if it's not using events the better. Seems using collisions only allows just going behind the tile.

A .capx showing the solution will be mostly appreciated.

Thank you!
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Post » Fri Nov 28, 2014 2:50 pm

one Tilemap par layer maybe , no ? ^^
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Post » Fri Nov 28, 2014 6:17 pm

So half of the tree on one, the other half on the other? :P
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Post » Sat Nov 29, 2014 1:38 am

Seconding this. It seems that this is the way it's done, especially in isometric games.
The bottom layer could be the trunk and the top layer the leaves. The leaves are almost always going to be higher than the character so you don't have to worry about any kind of z-ordering that way.
I've seen the same principle used for buildings too, roofs etc.
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