Well, I've found a way to get around this.
![icon_smile.gif](style_emoticons/default/icon_smile.gif)
1. Create a version of your push block tile with transparency surrounding it, as though you were going to set it on layer 1 or 2. Now, set this tile to a combo. However, give it all the combo attributes that a push block should have: i.e. unwalkable, and "push-heavy" properties.
2. Place this tile on layer 1. Yes, it will look wrong in ZQuest.
3. Now, assign your screen coordinates for layer 1. Once that is done, draw ground combos on layer 1. Place those ground combos on top of your push block, and also covering every square that the push block can potentially be pushed onto. Yes, this will still look partially wrong in ZQuest.
Now, just in case you don't believe me, fire up the ZC player and test this. See?
![icon_smile.gif](style_emoticons/default/icon_smile.gif)
![icon_slycool.gif](style_emoticons/default/icon_slycool.gif)
You see, when you apply a "Push" flag to a combo, it actually treats that combo as though it's on a independent, reserved layer -- you could call it "layer 2.5". The under combo is actually rendered before you even push the block, but you can't see it because the push block is layered above it. In a way, ZC has always had some limited layering; it was just inaccessible to designers until DN added it into ZQuest in one of the 1.92 betas.
You can see this trick in action in LoZ: Master Quest, which is now queued up for addition to the database.
Edited by Radien, 29 November 2004 - 09:15 AM.