I have found the addition of the simplest plain 40x40 bitmap (no transparency & never been near photoshop) is causing problems.
That reminds me of my wonky movement problem - move a plain actor (no image) by -32 and +19 pixels and it moves fine - add an imagine (even a plain bitmap) and the movement goes out of sync by a pixel or two.
(The problem with Photoshop's transparent edges is a different - but related - issue.)
The GS devs are looking into this at the moment, so hopefully we can have movable evenly placed squares soon
Ace
Yep, one real downside to switching moveable off is that your actor can no longer detect collisions (or be detected by other actor's collision behaviours).
Still, we have two workarounds, one for 'moveable' things (add 0.1 to the both the X and Y pixel values) and one for non-movable stuff (switch moveable off).
But I have one worry, I have ended up using so many workarounds for GS's many . . . . let's call them idiosyncrasies (cough cough, bugs, cough) . . . that I am a bit worried that when they get ironed out all my workarounds will be the game's undoing, what I mean by that is - for instance with the thing I am working on if GS fixes the frame rates in 'Animate' then I am truly and utterly screwed ! ( ) - as all my speeds with be out of sync with my audio - as I have had to tailor my audio to GS's wonky framerates - or when GS drop LUA and the game engine becomes significantly more spritely then all those timers I have on 'every 0 seconds' will probably be way too fast.
Anyhow . . . can't hold back progress, better to get these things fixed.
Comments
That reminds me of my wonky movement problem - move a plain actor (no image) by -32 and +19 pixels and it moves fine - add an imagine (even a plain bitmap) and the movement goes out of sync by a pixel or two.
(The problem with Photoshop's transparent edges is a different - but related - issue.)
Adding 0.1 to the X position of each of your boxes solves the problem.
Update ( Thanks to LudwigHeijden / mynameisace )
Switching 'movable' off on the red boxes also solves the problem !!
Ace
Still, we have two workarounds, one for 'moveable' things (add 0.1 to the both the X and Y pixel values) and one for non-movable stuff (switch moveable off).
But I have one worry, I have ended up using so many workarounds for GS's many . . . . let's call them idiosyncrasies (cough cough, bugs, cough) . . . that I am a bit worried that when they get ironed out all my workarounds will be the game's undoing, what I mean by that is - for instance with the thing I am working on if GS fixes the frame rates in 'Animate' then I am truly and utterly screwed !
Anyhow . . . can't hold back progress, better to get these things fixed.
Ace
@Tynan so we have moveable/not, +.1, constrain or change, image no image, all affecting position....
non movables do collide however.