So I've looked at a few tutorials but none seem to adress this kind of movement.
The movement I'm looking for is similar to that of Legend of Zelda (the older games) or Pokemon as you press move, you move one tile/grid square.
I have a grid 32x32 and all my sprites are 32x32 in size, the closest I can get to it is a bullet movement where I press a button and it checks if it is moving or not, if it's not it's enabled with a 64 pixels per second speed and after half a second it's disabled so it stops in it's tracks after exactly 32 pixels and it looks like I want it to.
The problem now is I dont collide with solid objects and if I activate "bounce of solids" I bounce off the walls even if I dont hit them as an example is this
X is a wall and O is empty space even though it's a 32 pixel wide gap and my player model is 32 pixels wide it should work right? But it somehow bounces off anyway.
I have tried making the collision box of the player smaller but it just makes things worse because if I collide with the wall it sends me bouncing all over the place or knocks me off the grid alignment and then it's messed up.
I'm probably just missing the obvious here, I have never used Construct 2 for anything more advanced than the tutorial.
Thanks in advance and hope someone here can give me some decent advice as to how to go about this the correct way.
To shorten it, I want the player to move in a 32x32 sized grid each step being 32 pixels long and not stop half way if you release the button the player hits move once, player object moves exactly 32 pixels and stops and whenever it hits a solid object it stops just like in Legend of Zelda / Pokemon.
Update: Finally I got it exactly the way I wanted, thank you SO MUCH everyone for your help Now I am just cursing my poor economy for not allowing me to buy even a private license. *Claws at Families system* I want it so much... Ah well, guess I have to save or hope it comes on steam sale at some point xD