megatronx Ah, bummer. Fortunately I only need it for the overworld (the game itself is a sidescroller) but if I were making a full top-down game I'd be wary of using a workaround...it's a very important feature if projectiles and enemies and such also use it.
I actually manage to pull it off pretty well, just need to tighten it up when I get to early beta. Here's a list of collision checks in order:
Player overlapping enemies
Enemy overlapping Enemy
Player overlapping pushable
Enemy overlapping pushable
Pushable overlapping walls
Actors overlapping walls
This way they rather don't clash with each other, and there is space to include projectiles and other collisions. Thought you can see collisions jagging a bit, but again, I hope that it is fixable. I also hope that later down the line I'll find a way to unify all under one event : Family A overlapping Family B. I went with that first, but couldn't find a way to diversify types of collisions; game is pseudo isometric, with angular walls, so pushing out has to be based on the rectangle and not on circle as R0j0 proposes.
@R0j0hound You use 'for each wall' in your event's. If I use families, do I also need to use for the loop, or family is threaten as all objects?