I'm sorry, but the collision detection in this is too much of a mess for it to be playable. I figured out the actual puzzle easily enough, but if you leave yourself with too small of a gap (that you intend to go through later), there's no way around it, you can't walk in even when, visually, it looks like you should be able to.
Cool game, Shadow!
Like tlm mentioned, for this kind of game, predictable movement/collision is really important.
Here's a quick update that implements a cell-based type of movement instead of the free movement in the original:
Thanks for the feedback. The problem I had was that the characters are 7 pixels wide instead of 8 so that's why you can't fit.
Furthermore its easy to overshoot your intended destination due to not using the cell based movement.
The update by @enargy is a lot nicer to play :) I've just had a look at the code and I understand your changes: "a curator in motion stays in motion until it is %8 == 0". Newton/Winston would be proud.
@TheShadowHost : Yeah, having off-sized sprites can make collision more involved if you let them move freely.
The other way to solve this is to associate a rectangle 'hit box'. Then you update that as you update the sprite (using an offset) and use it for collisions.
Can't wait to see what you make next.
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