could you create a rule in that actor that 'when actor overlaps or collides with actor wall' ... drop the collide in there and drop the rest in the otherwise part.
Not sure but you might not need the collide at all and maybe able to leave that part blank and just use teh otherwise.
Fairly new to GS so this might not be right or the best/easiest way so hopefully a seasoned pro will weigh-in also
sorry ... rethought this a bit ... may not work as you need to move a bit to get the collide with the wall. I think Darren was working on issues like this for a pac-man like template and he said it was quite tricky.
I just did a quick test and thats your problem. Your telling it to change the position so it changes to ontop of it and over rides the collide. THen it starts to kick in and gets jittery. Just have move rules with the directions you need and collide and zero restitution and youll be god.
Comments
Try using a collide behaviour in both actors and set the restituion on both actors to 0
when.. actor recive event.. key.. up.. is down
change Attribute.. self.Position.Y.. to.. self.Position.Y+35
when.. actor recive event.. key.. down.. is down
change Attribute.. self.Position.Y.. to.. self.Position.Y-35
when.. actor recive event.. key.. rigth.. is down
change Attribute.. self.Position.X.. to.. self.Position.X+35
when.. actor recive event.. key.. left.. is down
change Attribute.. self.Position.X.. to.. self.Position.X-35
collide with.. actor of type: wall
Not sure but you might not need the collide at all and maybe able to leave that part blank and just use teh otherwise.
Fairly new to GS so this might not be right or the best/easiest way so hopefully a seasoned pro will weigh-in also
sorry for English !