Quote: "i believe that sprites have their own collision detection you can use... int dbSpriteCollision(sprite, target), whats happening from what i can understand is that you are detecting collision at only 1 point, the origin of the sprite, i think you may need to detect collisions for the entire sprite, not just 1 or 2 points, but the entire bounding box around it"
If you download his demo, you'll find that he's using solid images for maps, not tiles.
Quote: "I think thats happening because when I use dbSpriteX/Y, the function returns the value in the top left corner of the sprite. Maybe I should just create 2 points where I check for collision. Would that would fix the bug?"
Yes. Run a collision check for the top-left and the bottom-right.
Windows Vista Home Premium Intel Pentium Dual-Core 1.6 Ghz 1GB DDR2 RAM GeForce 8600GT Twin Turbo