Spielerando

Walking diagonally into a wall should slide along it, not stop dead

A hero that freezes whenever it brushes a wall feels glued to the map, especially in caves and houses full of corners. Sliding looks simple, but a fast step can also jump straight through a thin wall. Here is the order of the checks and the safe step size.

Why this works

A wall only blocks the part of your push that points into it. Treating each direction on its own lets the free part carry on, so you slide along the wall the way a hand does, without any special rule for corners or angles.

When not to use it

Do not slide in games with strict tile steps, or where bumping into a wall should stop you, such as a maze that punishes sloppy steering. Stop on contact there so the player must aim properly.

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
  • 50 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Walking diagonally into a wall should slide along it, not stop dead" (read_entry rpg-wall-slide-axis-separated) 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