Hey Mage, sorry for the time lapse, I've been having a bit of hardware trouble and just finished fixing it.
You can take a look at my collision code if you want, but I'm a bit embarrassed at how messy it is.

That footage looks
smooth! Is that a motion blurring shader I see?
_moveguy:
if facing#=0 then scale object 6, -30, 30, 30 REM left
if facing#=1 then scale object 6, 30, 30, 30 REM right
if anim#=0 then guystart#=0 : guyend#=9 : guyspeed#=5 REM breathing
if anim#=1 then guystart#=15 : guyend#=23 : guyspeed#=13 REM walking
if anim#=2 then guystart#=35 : guyend#=44 : guyspeed#=6 REM falling
if anim#=3 then guystart#=46 : guyend#=59 : guyspeed#=16 REM double jump
if anim#=4 then guystart#=70 : guyend#=70 : guyspeed#=0 REM grip
if sc_getcollisionnormaly()<1 then onground#=0 else onground#=1
rem if sc_getcollisionnormalx()>1 and sc_getcollisionnormaly()<0 then onwall#=0 else onwall#=1
rem if sc_getcollisionnormalx()<1 and sc_getcollisionnormalx()>-1 and collide>0 then onwall#=0
if collide>0
if sc_getcollisionnormaly()>3 or sc_getcollisionnormaly()<3
onwall#=1
endif
else
onwall#=0
ENDIF
REM right and left
if rightkey()=1 or joystick x()>500 then facing#=1 : yrotate object 6, wrapvalue(object angle y(6)+90) : move object 6, .7*deltatime# : yrotate object 6, wrapvalue(object angle y(6)-90) : SET GRAVITY EFFECTOR 10, -450.0, -20.5, 5 : keyright#=1 : else keyright#=0
if leftkey()=1 or joystick x()<-500 then facing#=0 : yrotate object 6, wrapvalue(object angle y(6)-90) : move object 6, .7*deltatime# : yrotate object 6, wrapvalue(object angle y(6)+90) : SET GRAVITY EFFECTOR 10, 450.0, -20.5, 5 : keyleft#=1 : else keyleft#=0
if onground#=0 and onwall#=1 rem and collide>0 REM if gripping wall and falling
anim#=4
if sound playing(4)=0 then play sound 4
defonwall#=1
xrotate object 6, -90 : move object 6, 1*deltatime# : xrotate object 6, 0
else
anim#=2
if sound playing(4) then stop sound 4
defonwall#=0
endif
if keyright#=1 or keyleft#=1
if onground#=0 and onwall#=0
anim#=2
endif
if onground#=1 and collide>0
anim#=1
endif
endif
REM right and left
REM jump
if spacekey()=0 and joystick fire a()=0 then space#=0
if space#=0
if spacekey()=1 and collide>0 or joystick fire a()=1 and collide>0
if sound playing(5)=0 then play sound 5
jumping1#=jumping1#+1
space#=1
ENDIF
endif
if jumping1#>0
anim#=2
if jumptimer1#<13 then jumptimer1#=jumptimer1#+1*deltatime# : xrotate object 6, -90 : move object 6, 3*deltatime# : xrotate object 6, 0 :: SET GRAVITY EFFECTOR 10, -40.0, -1000.5, 5
if jumptimer1#>13 then jumptimer1#=0 : jumping1#=0
ENDIF
REM jump
REM airattack
if collide>0 then control#=0
if control#=0
if controlkey()=1 and collide=0 or joystick fire c()=1 and collide=0
airattack#=1
if sound playing(3)=0 then play sound 3
control#=1
endif
endif
if airattack#=1
if facing#=1 then yrotate object 6, wrapvalue(object angle y(6)+90) : move object 6, 3*deltatime# : yrotate object 6, wrapvalue(object angle y(6)-90) : SET GRAVITY EFFECTOR 10, -200.5, -800.5, 5
if facing#=0 then yrotate object 6, wrapvalue(object angle y(6)-90) : move object 6, 3*deltatime# : yrotate object 6, wrapvalue(object angle y(6)+90) : SET GRAVITY EFFECTOR 10, 200.5, -800.5, 5
ENDIF
if sound playing(3)=1 then set alpha mapping on 9, 100 else set alpha mapping on 9, 0 : airattack#=0
REM airattack
REM breathing, add jumping and getting hit, etc to =0 list
if keyright#=0 and keyleft#=0 and onground#=1 and jumping1#=0 and collide>0 then anim#=0 : SET GRAVITY EFFECTOR 10, -40.0, -90.5, 5
REM breathing
REM collisions
x# = object position x(6)
y# = object position y(6)-1.5*deltatime#
z# = object position z(6)
rem player only collides with group 1 (level) objs and moves freely through others
collide = sc_SphereSlideGroup(0,oldx#,oldy#,oldz#,x#,y#,z#,5,0) REM 14 is the radius
if collide>0
rem if hit, reposition player, halt movement vector
x# = sc_getCollisionSlideX()
y# = sc_getCollisionSlideY()
z# = sc_getCollisionSlideZ()
endif
position object 6, x#, y#, z#
sc_updateObject 6
REM collisions
return[i]
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