Tilemap => possible to sort z-values of each tile separately?

Yeah that was my concern… I may have some characters that will be big enough to be displayed behind AND in front of the “top pieces” mentioned above, but I can still change my mind.

If it appears to create a huge constraint (for a small benefit), I’ll give up the idea.

I suppose it doesn’t mean that I won’t be able to create “infinite” tilemaps? (even if the bounds are pre-allocated, I can dynamically increase the tilemap “inside the bounds”?)

I created a topic to shortly describe my use case, do you think you could take a quick look at it?

For now, my problem is more about how to create “sub-tilemap” (??) templates? (not even sure of what I’m talking about)

Anyway thanks of your answer, I’ll take a deeper look at everything available here and there about dungeon generation.

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