2D Toolkit Forum

2D Toolkit => Support => Topic started by: radu on December 29, 2014, 08:54:19 pm

Title: top down angled perspective (zelda-esque) - different sorting order for tilemap?
Post by: radu on December 29, 2014, 08:54:19 pm
What would be the easiest way to have a angled top/down perspective where my characters can go in front or behind a wall (that's part of a tilemap)?

I could work with the sorting layer/sort order for individual sprites, but the tilemap seems to be batching the walls and not sure how to play with the sorting order.

Is there a way to say something like descending (top to bottom) draw order and then I can change the ordering on my character sprite depending on the position so it's in front or behind walls?


Also, how would I figure out my main character sprite is behind a specific section of the tilemap so I can make it a bit transparent? Once again, it looks like the colliders are batched as well into edge colliders.


Thanks!
Title: Re: top down angled perspective (zelda-esque) - different sorting order for tilemap?
Post by: unikronsoftware on January 03, 2015, 01:52:04 pm
It isn't officially supported but this thread explains how you can modify the code to sort order per row and have your characters fit in the same ordering sequence.
http://2dtoolkit.com/forum/index.php/topic,447.msg2041.html#msg2041
Title: Re: top down angled perspective (zelda-esque) - different sorting order for tilemap?
Post by: Janooba on September 29, 2016, 04:11:27 pm
Sorry to bump an old thread, but the link you posted is broken now
Title: Re: top down angled perspective (zelda-esque) - different sorting order for tilemap?
Post by: unikronsoftware on October 02, 2016, 03:00:28 pm
The link is working, but its in the private support forum. You'll need to register your copy to get access.