These plugins can be scary, I would'nt say either was easier to use - they're both approachable with experience but it's unthinkable to start off using this stuff before you know how it works. Really, you should start by learning the most basic form of sliding collision, a simple 2D axis collision.
Now I'd always use a passed location to a function to check collisions, so I might have a function called Colcheck, which I'd pass the collision location to, and it would return the result of the check. With a 2D system you can hard code the collision zones, or use a grid, whatever suits. This is a little example using simple hard-coded collision.
PX#=100.0
PZ#=100.0
Do
cls
`We need the last location
opx#=px#
opz#=pz#
`And the new location
if upkey() then dec pz#,1
if downkey() then inc pz#,1
if leftkey() then dec px#,1
if rightkey() then inc px#,1
`Is there a collision at px,pz
If colcheck(px#,pz#)=1
`is there a collision at the new X and old Z location
if colcheck(px#,opz#)=1 then px#=opx#
`is there a collision at the new Z and old X location
if colcheck(opx#,pz#)=1 then pz#=opz#
endif
cente text px#,py#-5,"

"
Loop
Function colcheck(x#,z#)
colcheck=0
if x#<50 then exitfunction 1
if x#>150 then exitfunction 1
if z#<50 then exitfunction 1
if z#>150 then exitfunction 1
Endfunction 0
This little example should show a smilie face that can move within a square on the screen, but with slidey collision. Replacing that simple boundary check with something more useful would be a good start, maybe a tile system with collision to practice on - 'tis all useful stuff to know.
Van-B

Put those fiery biscuits away!