Board Thread:Questions and Answers/@comment-76.246.71.61-20140812230023

Basically, when using the same coding I've used when the screen didn't scroll, now that it does, when the player collides with a wall, they're always a few pixels off.

What I do is take the player's future position, add a few more pixels, then divide that value by 8, and then look at the map array. That would come out to:

Then if it finds a collidable block, Velocity if stopped, and the player's future position is taken and turned into a multiple of 8, :

... THEN VX=0:PX=FLOOR((PMX/8)*8)

I figured before I started work on the program, since when the background gets off setted, tiles wouldn't be in a perfect 8 divisible position.

And I was right.

And I have no idea on what to do. 