Ok, so I've read several tutorials and looked at a few demos that use parallax scripts. From what I've seen, I really like the parallax mapping method. However, I do have one question, how do you handle when the sprites are larger than 32 pixels?
If the sprite is too tall, then the event will either walk underneath tree roots or over top of the trunks depending on what layer the parts of the tree is on. Either that, or you block off all passage based on the sprites height, which could get very restrictive. For example, with the standard 32 pixel sprite, you might only block passage to the base 32 pixels of a tree, so that the player can't walk on the base and see their sprite appear underneath it. If your sprite were lets say 96 pixels tall, then how would you handle it without blocking off passage on too much of the map?
I ask because I plan on using Mack-style sprites (44 pixels IIRC), but hey, maybe I'll want to throw in a really tall looking enemy/event like the Totem Pole of Doom! (it could happen) Anyway, I want these sprites to move around on either the 32 pixel grid or a pixel based movement system and not have to worry about their heads getting chopped off. I suppose with the 44 pixel sprites I could still pull it off with creative mapping (like shifting the base of things down 12 pixels), but any much taller than that and it will be very difficult without the passability getting restrictive (blocking off multiple squares of an object instead of one).
I've got a couple ideas kicking around in my head on how to address the problem, mainly taking inspiration from priorities you could set to tiles in XP. But it would probably require extensive scripting which I don't have the experience for yet. Before I go down that path I thought I'd ask to see if anyone else has dealt with the issue.