The hero gets caught on the frame of a door it is clearly aimed at
A door is one tile wide and a hero is almost as wide, so walking in a little off centre stops you cold against the frame. Players blame themselves and press harder. Here is a gentle sideways help that opens the way, and how far it may go before it becomes cheating.
Why this works
A player aims at the gap, not at a pixel, and a hair's width of error should not mean being stuck. Adding a small sideways push only when the way ahead is clearly intended turns near misses into hits, and real walls still stay walls.
When not to use it
Skip it in games built on exact placement, like stealth or tight platform challenges, where squeezing past the edge would be a cheat or a mistake the player should own. Show a clear gap size instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 45 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The hero gets caught on the frame of a door it is clearly aimed at" (read_entry rpg-doorway-corner-nudge) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP