If my character is two tiles tall, then you have a problem.
Why? Because it's hard to tell what to put on the layer BELOW your player and what to put ABOVE him.
Example: two tile tall player sprite.
So let's make a chair. He must be able to walk in front of it, and also walk behind it -- and be seen through the bars of the chair.
The chair must be AT LEAST
two tiles tall. See the dilemma?
It is impossible to create a tile that the player can both
walk in front of and <walk behind of.
The base of the chair can be one tile tall. Place it on the layer below the player, and obstruct it.
Result? Assume the player's bottom tile is obstructable.
That means when he approaches the chair from the bottom, there his top tile will overlap the bottom tile of the chair.
The bottom tile of the chair must be on the layer beneath him.
The top half of the chair must be on the layer ABOVE the player. When the player walks behind the chair, again, he is obstructed by the base -- but the top half of the chair now covers his bottom half.
This makes it appear as if we see the player behind the chair.
There is a very simple demonstration of the collision using crappy ASCII art below: sorry for my laziness, but for a true understanding you just have to tinker with it till it makes sense.
Chair:
t-t-t
t-t-t --top half, (assume 16x16 pixels, 1 tile) ABOVE ENT. LAYER
t-t-t
b-b-b
b-b-b --bottom half (imagine 16x16 pixels, 1 tile, OBSTRUCTED) BELOW ENT. LAYER
b-b-b
Player:
-P-P-
-P-P- --top half. (16x16)
-P-P-
-p-p-
-p-p- --(bottom half, 16x16, obstructed hotspot).
-p-p-
Player approaches chair from bottom...
t-t-t
t-t-t
t-t-t
bPbPb
bPbPb --The top of player and bottom of chair. (PLAYER IS ON TOP)
bPbPb
-p-p-
-p-p- --Obstructed.
-p-p-
Player approaches chair from top...
-P-P-
-P-P-
-P-P-
tptpt
tptpt --Player's bottom half and chair top collide. CHAIR HALF ON UPPER LAYER
tptpt
b-b-b
b-b-b
b-b-b
Remember that the bottom of the chair must be on the layer beneath the player. The top half of the chair must be on the layer above the player.