Alternatively to cutting the image up and layering it, you could use a pseudo depth buffer as well. In it you would have key-values (graphically for editing you could use something like Magenta or some other stand-out color), then, when drawing your sprites, check the buffer at the sprite's position and don't draw anything that collides with the Magenta value.
Just a thought. I do think it would be more difficult to implement this efficiently than just layering, but, from a development standpoint it it would be quicker and simpler than chopping all your map screens up in randomly sized chunks.
The_DocMember Since 14 Jun 2011
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