Made for a group known as "LongFunGames": https://scratch.mit.edu/discuss/topic/851782/ Here's a possible tile-based solution to your collision problem. I may have used an outdated version, so sorry it took so long. The main issue I can see might be that it's a little jittery when moving on slopes or corners, otherwise it should be fine. If given a slight tweak to the collision detection script to recognise them, it should be able to handle triangles of other proportions, as it currently only recognises 45-45-90 triangles of any 90 degree rotation. I've included some comments, but let me know if you need more explanation. Press [0] to toggle the tile editor, [1] to cycle through the tiles, and [E] to set the brush to the tile being hovered over Sprites I changed: "Grid": The tile engine zoomed in a different direction to everything else, and since I didn't really trust my abilities to swap it to match everything else, now everything else zooms in the opposite direction. That is, size is now inversely proportional to the "Zoom" variable, and as it increases, size decreases. "@ChuckSploder's Tiles Engine": It exists now. "Player Hitbox": Calculates collisions mathematically based on the tile grid now, so it is unaffected by camera zoom. "Player": Sets size based on an inverse relationship with "Zoom". Basically where you would use "( )*(Zoom)" you now use "( )/(Zoom)" "Objects": now zooms in opposite direction; also swapped the object values reading scripts for a string splitter Credit to @ChuckSploder/@Finnagin5 for the tile rendering engine Credit to Jeffrey Thompson for the circle-square collision detection: https://www.jeffreythompson.org/collision-detection/circle-rect.php and Gabriel Ivăncescu for the circle-triangle collision detection: http://www.phatcode.net/articles.php?id=459