I've set the origin of my sprites at the lowest isometric point so I don't have to use bbox_bottom I don't think.
I watched the video, I'm normalizing the depths now (in my player and solid objects):
Function calculate_depth():
depth = room_height - y + 100;
Controller Create Event
layer_depth("Instances", -1);
layer_depth("Light_Layer", 100);
layer_depth("Background", room_height + 100);
Solid Objects Step Event:
calculate_depth();
Player Create Event:
light = instance_create_layer(x, y,"Light_Layer", le_light_spot);
Player Step Event:
calculate_depth();
with(light) {
x = other.x; y = other.y + 1;
set_depth(y / room_height);
}
My player and the light objects unfortunately don't have the function "update_depth()"
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I still don't understand what I'm doing wrong. I'm using set_depth() now but the light is still going under my player and above the background. The light is going under everything except the background.
I haven't touched shadows and nothing is inheriting from a shadow object yet, I'm just trying to get the light to go in the proper depth (same depth as my player but above my player).
Player depth is working fine still. I just don't understand. How do I set the light's depth? What am I doing wrong?