# Confusing - Depth on tile based games

**URL:** <https://forum.kirupa.com/t/confusing-depth-on-tile-based-games/257901>\
**Category:** programming\
**Created:** [April 18, 2008, 3:59am UTC](https://forum.kirupa.com/t/confusing-depth-on-tile-based-games/257901 "2008-04-18T03:59:09Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![11119](https://avatars.discourse-cdn.com/v4/letter/1/6bbea6/32.png) [@11119](https://forum.kirupa.com/u/11119)\
**Post date:** [April 18, 2008, 3:59am UTC](https://forum.kirupa.com/t/confusing-depth-on-tile-based-games/257901/1 "2008-04-18T03:59:09Z")

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Hi all, I’m currently in the process of making a Zelda-style test game using the tutorials found on Tonypa’s website. However, I have run into some very confusing problems which have stumped me. I did come up with a couple of pretty “hacky” solutions to these problems but none which seem to be very efficient.

It’s quite hard for me to explain but here I will try using images I took from an emulator (I own the actual game so it is legal :pleased: )

![](http://img219.imageshack.us/img219/263/54777459wk6.jpg)

![](http://img89.imageshack.us/img89/6298/18517181gc1.jpg)

As you can see, parts of the tiles are solid, non-solid and some allow the hero to move behind the building.

I would also like to know this:

I know the 2D zelda games uses tile based system, but how do they work with objects like these?

![](http://img134.imageshack.us/img134/8283/32581531nz4.jpg)

Objects like the grass which can be cut, or picked up etc. One solution is to have another timeline layer, and use placeable movieclips but there must be a more efficient method?

So 2 questions really, but any help on either is greatly appreciated 🙂

(Sorry for any bad english, it is not a first language of mine)
