Hello AppDeveloperGuy,
Thanks for reporting that bug, it snuck right past when going from 0v956 to 0v957! I’ll release a new minor update this week including the fix.
You can try a few things to address the sprite sorting issue you’re having. The easiest might be to use the player sprite’s toFront() or toBack() method in your enterFrame event. Say you have a coin at 1,2 and a coin at 1,3, and the player is also at 1,3. Calling player:toBack() each frame would move the player behind the coin at 1,3. The coin at 1,2 is in a seperate display group behind the player and the other coin, so calling player:toBack() won’t move the player behind the coin at 1,2. The player will still correctly appear in front of objects behind it on the map, but it will always display behind objects in the same plane.
You can also increase the resolution of the sprite sorting algorithm. By default the map is split into as many sprite sort display groups as there are Y locations. A map 100 tiles tall will have 100 possible depth positions. Setting mte.spriteSortResolution = 2 will double the number of depth positions. Each Y position will contain two possible depth positions, so an object in the top half of a tile will fall behind an object in the bottom half of a tile. I recommend using whole numbers for mte.spriteSortResolution. Increasing mte.spriteSortResolution may impact map load times as the engine generates the needed sprite sort display groups.