I have a bit of a quandry. I tracked down an example .capx (sorry, can't remember the author but it's around here) that lets you do roguelike movements (where the player moves 1 tile in the direction you tell them to go). This is good but there are some questions that arise from it.
I've constructed my world with two tilemaps, one for the floor and one for the walls (with the solid behavior attached to the walls tilemap). The walls one is a clone of the floor with the walkable area erased and the remaining walls blocking the player from moving.
This all works great but now I'd like to have my player do the roguelike movement. The example .capx has everything being handled manually via the keyboard along with all the walls as sprites with collision detection. If I were to implement this I would have to redo my walls tilemap using a sprite by hand (given that my map is 100 tiles by 75, that's a freakin' long time to set these up).
Right now I have the player with an 8Dir behavior attached (set to allow up/down/left/right) but that's moving pixel by pixel rather than tile by tile.
So the question is: is the example where you handle everything using the Keyboard object (and sprite walls) the only way to do roguelike movement? Is there a way to hook into the 8Dir behavior to modify the player position by tile width rather than single pixel movement?