Lets bring the Hunter closer to the Chests. So its looks a little more natural.
And maybe even a Little more 2.5D.
Also lets try to use "bounding" collission dedection. Animated sprites tend to get stuck due
"pixel" dedection. Bounded is also a faster dedection. And its more a yes/no situation.
Black&White decissions. Easyer to stay out "stuck" situations.
We can not do this with the Hunters bounding box.
(I have no idea yet how to change the size of the boundingbox of a sprite. )
Therefor we make a new object. I named it TheEye. Its bounding box is holding the boundings of the movements.
And mayby thats good practice in general. To move a animated sprite arround, move a simple object and jump the sprite to its position, eventualy angle.
Secondly, because i think its more natural to open a chest only when the Hunter is facing it,
we need another way of dedecting this.
It also solves most of the problems with more chests opening because the Hunters bounding box is kinda big.
To do this i added an object that i called TheKey. It also just jumps to TheEye.
Another side-effect of dooing it all this way is : its so easy to debug. To see what exactly happens with your sprites and there connections. I left both, TheyEye and TheKey visible.
In the finished game both will be set invisible. But till then they are perfect debug instruments.
and here is the .cap
hoped to help