Add to your player 4 points
EACH 9 pixels from center in one of up down left right direction
And well name them up down left right
Now you add condition point is inside object and set it to wall
And invert it
And use it in event where you allow movement
So for example for in event where you have condition up key pressed and action move up you add condition
INVERTED point Player.PointX(“Up”) Player.PointY(“Up”) is inside wall
Now you do the same for other directions
If you want something more to block player than walls just make object group called obstacles and put it there
And now you can check instead if point is inside Obstacles
Yes, sorry. Everything is the same as last night, except I changed the all tiles and readjusted assets to 64px. Still having the same collision issues.
-create 4 points a few pixels outside the player sprite (to the top, bottom, left and right)
-name each one appropriately (“up”, “down”, “left” and “right”)
-in each key pressed event, add the condition that the relevant point is not inside the cosmos_tilemap object.