Say your 'castle' is object 1, and your 'character' is object 2.
Position the character so that his feet is a little *ABOVE* the floor, and then change your code like this:
Quote: "` Say this was your 'move forward' code.
`Remember to turn collision on.
`I don't know what shape your castle is,
`so use this for now:
set global collision on
if upkey()=1
`Move the character forward
move object 2,1.0
`If he's now touching something, move him back again
if object collision(2,1)=1 then move object 2,-1.0
endif
"
Y'see, if you move the character back again before the next 'sync', as far as the player is concerned, the character hasn't moved.. at all.
There's probably better ways, but it works great for me. ^_^
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