   Iso 2D Layering
  Hello. Im developing a 2d iso game, but im having a single, unique super major problem. Picture a isometric 2d MAP with Heights. So, everytime a height is higher then its neightbor back tiles, when ur in that back tile, the higher tile should be over you. When ur on the higher tile, then he should be under you. Its kinda hard to explain, ive added my lil game in a .rar so you can see what im talkin about. Ull notice u cannot go behind anything. I wonder half step would be taken if the map started to get drawn at [0][7] for example and the last tile he would draw would be [7][0] so, this would draw aways the 'closer' tiles later making them not 'little bug' with others as u can see in some ocasions. The other problem is the characters, witch would need to be drawm in a variable layer depending witch 'line' of the map he is ? I need some help thinking this out. Any ideas how to layer this map ? ive got 3 layers till now, the tiles, the quarter tiles and the sprite.Thanx for any single kind of help, and sorry for any english mistakes.[]´sDownload: http://rapidshare.com/files/386766860/Isometric.rar.html   
  I really don't think you should use tiles for an isometric game. Or at minimum, the parts that are high, keep them as a single image. My old engine used tiles and this was always a problem, unless you could find a way to keep the tiles related... (grouping)I have since move away from tiling and use whole images. for trees, objects and sprites.. Large rendered maps are tiled (behind the scenes) by the engine. (256x256 or 512x512 in size) -- for OpenGL.Lastly, the "grid" that is formed when using a tile design, I replicated using virtual tiling with regions.. This worked nicely because I can use square tiles or Hex tiles over the same engine.. Try to keep the tall objects as one image..(with a handle at the base) I think it will solve your problem.   