Didn't see your question about depth sorting.
In 2D games, depth sorting is a way of faking a third dimension by examining the relative Y positions of two objects to decide which one is supposed to be in front of the other. It is accomplished by moving one object to a layer above or below the first object's layer, or using z-order to move one object to the front or back of the layer.
Although it isn't called depth sorting, it is discussed in Part 2 of the tutorial on page 5 (starting with Families)
hen you ran the game did you notice that Mikey always appears in front of the trees, rocks, and walls? This doesn?t look right at all!
And the solution:
his event says that if Mikey is overlapping the Terrain family from the north (offset 0,100) then put him behind any objects in the family. Else is a special system condition when applied here it means ?in any other circumstance? send Mikey to the front. Try out the new and improved game!
Of course there is no Else in C2, so that isn't the exact logic I used to accomplish it.
Anyway, you can see the depth sorting happen in the demo if you try to walk behind and in front of the trees. When Mikey's "feet" are higher than the tree's "feet", Mikey is considered to be behind the tree, he needs to be moved to the back of the z-order. If Mikey's feet are in front of the trees feet, Mikey is considered to be in front of the tree, he needs to be moved to the front of the z-order. Notice as you pass beside the tree the moment when the switch is made. In the case of a tree it looks pretty good - sort of like Mikey is brushing aside the branches in his way. (If the object is solid, like a wall, it doesn't look quite so good, so you have to use solids cleverly to keep the player from getting too close.)
For a maze game, as the player moves through the maze the depth sorting is really important to make the character appear in front of or behind the maze walls (like the castle walls and the house in the demo.)
Don't worry. It is much simpler than it seems when you first learn you have to do it! Took me awhile to grasp what was going on.
EDIT: One of the reasons I wondered about making this work for the free version of C2 is that it is really easy to deal with depth sorting if you have LOTS of layers to work with. But I managed to do all that is needed with 4 layers.