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heyo, i know its very simple but im not getting it for some reason.  Are you saying that the main hero object would have  this     

script_execute(tile_meeting,x,y,"pathing_blockers");

in it's step event?  "pathing_blockers" would be the name of the layer with collision walls. I'm sure im way off because im getting an error. 

No no.

You need to use that function to control your collision checking.
In most tutorials for movement, you would do something like this:
if(place_meeting(x+hspd, y, objWall){
  //Collide
} else {
  x+=hspd
}

tile_meeting REPLACES place_meeting in this instance.  So if you are following a tutorial that uses object collision and you want to use tile collision, just replace place_meeting with tile_meeting.

if(tile_meeting(x+hspd, y, "pathing_blockers"){
  //Collide
} else {
  x+=hspd
}

Don't use script_execute(). There's almost never any reason to use that anymore.

My gosh was i barking up the wrong tree. Thank you so much. 

Don't feel bad.  This is a really important distinction that many tutorials don't cover: the line between "Collision Checking" and "Collision Handling" is often blurred.  TDMC is a collision "handling" system.  It utilizes place_meeting as it's "collision checking" function, but all the logic AROUND the calls to place_meeting are what you are really paying for when you purchase TDMC.  Collision checking is pretty simple: "Is there something there or not?", while collision handling is really complicated: "Okay, there is something there... what do I do about it?"

Once you understand that these are two separate pieces to the puzzle, it makes more sense that you can simply replace "place_meeting" in any tutorial with a custom script, and get similar behavior with more control over what is a "blocker" and what isn't.