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(+1)

Have you changed the player sprite from the default? Since the sprite is used for some of the collision checking, having a different sprite (at least if it's a radically different size) could lead to changes in how the collision checking acts.

How big is the jitter / sinking? Single pixels or up towards entire tiles?

Instead of setting drawangle directly, you could try lerping towards it with angle_difference (so there's a smoother transition).

(tbh there's a lot of people that would argue that rotating sprites ruins the pixel art illusion too)