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How should I sort images in an isometric game so that they appear in the correct order?
My isometric game looks flat; how can I improve this?

I'm working with andengine on a tiled map, at the moment I have only something like this enter image description here

However I want to manage/introduce "heigth" like the folowing image.

Can I do this or have I do change my engine, I want now something like this :

Do you have some example/tuto explaining how to manage a "3D" tiled map?

enter image description here

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marked as duplicate by Byte56♦, MrCranky, Jonathan Hobbs, bummzack, Trevor Powell Nov 23 '12 at 1:17

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

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Given that 1001 isometric titles from the 8 and 16-bit eras managed it just fine without 3D chips, I think the answer is an obvious yes. If you want a useful answer, then I suggest you rephrase your question to be "How do I determine draw order for isometric 2D including height?" –  MrCranky Nov 19 '12 at 14:24
3  
Then close the question as a duplicate. gamedev.stackexchange.com/questions/18982/… and gamedev.stackexchange.com/questions/8151/… –  Byte56 Nov 19 '12 at 14:31
    
Height in isometric transforms can be done by adding a Y offset when drawing your tiles and objects. The drawing order between tiles remains the same, but you need to draw items on the same tile coordinate from the bottom up. –  ccxvii Nov 19 '12 at 23:49

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