No.Allow diagonal movement
I'm actually implementing a pixel*pixel collision method in the end. It's just not finished yet.I often got stuck at corners. I suggest you implement a mechanism for aligning movement with the tiles. See this here: Movement mechanics. Alternative, you can make the player smaller than one tile.
That's the point.To me the lighting look uneasy.
No.I suggest smoothing the lighting and using the true position of the player and not the center of the current tile.
Again, no.The waves in the intro move in a zig-zag fashion. I suggest sine instead. In the water update function put something like this:
What you see are "issues" are actually aesthetic design choices. The lighting is supposed to have a "chunky" look, rather than a smooth look. It's supposed to have this kinda retro NES feel. That's the whole point. I'm not going to smooth it out. I'm not going to pretty-ify it. It's meant to be how it is.
As for the water- the water and the clouds are supposed to have a cut-out effect, and look like someone is moving them. Not like actually waves, but like illustrated waves. The movement is on purpose.