> I'm not entirely sure without seeing the .cap file, but I just did a quick test, and if I add a tiled background/sprite with a solid attribute, I can't pass through them with the Grid behavior.
>
That's true, but it appears that only works with keyboard input. If you manually tell the grid object to move spaces, it ignores the Solid attribute
Hmm, I was just using keyboard input, not manually telling him to move. Here is a cap that demonstrates the grid movement.
But after playing with the Grid behavior in this .cap, I don't really think it's suited to a Pac-Man style game anyway... Pac-Man can turn on a dime, and Grid movement won't change direction until the object has reached the grid space it's heading for.
Actually that's what I like about the grid movement. With pacman turning on a dime it takes some skill to turn at the appropriate time. Maybe that's just part of the challenge of the game. But I wanted a smarter pacman that would wait to turn until the appropriate time. It's much harder to turn with the 8-direction movement, even if you set it to only 4 directions. In the cap above try making the turn drawn in the arrow. With the grid movement it's easy to do at full speed. Now try changing the movement to 8-direction. With the 8-direction movement it's difficult to do the turn without slowing down.
Edit: I forgot to mention that I think with Deadeye's manual input scheme I can do the collision checking that I was talking about and make it all work.