I am working on a game that uses a tilemap of 32x32 tiles. It uses a Pacman-esque "maze", and the player is also 32x32. Player collisions with the map are not working at all unless I give the tilemap object the Solid behavior. However, this doesn't work as intended - it pushes the player all the way up to the top right tile, and won't allow movement (I suspect because the player is touching collision tiles in the map being that he's 32x32 and only has pathways of 32x32 tiles that are not collision tiles, so if the player is in a vertical tunnel, he's touching walls on either side).
Is there a way to make a tilemap collidable where it's a perfectly tight fit for the player, without having it push the player around?
Here's a demo I made using Phaser.js which demonstrates how the movement and collisions SHOULD work: http://games.clowerweb.com/games/thundercastle2/
And attached is a .capx demonstrating what happens when I try to do the same in Construct.
(In case you're wondering why I'm doing it in Construct after having already made so much progress using Phaser.js, it's because I'm trying out various engines/frameworks and methods of game creation to see which works the best for me.)
As a side note, you may also notice that the Pin behavior that's on the PlayerArmor sprite isn't working with 8-direction controls (though, funnily enough, it works perfectly when I use Keyboard Keydown events). If you also know why that is, it would be greatly appreciated if you could answer that one too.