Thanks ncrecc, you bet me to the 'Submit' button

I had realized that 'true diagonal' movement is already an optional feature in the Boulder Dash engine, and wrote out this post, which I will only revise lightly in view of your post .
I can't tell from your post whether diagonal snapping, as opposed to 'true diagonal movement', is a thing. Presumably not. [I know I should just go and try the levels, but not enough disk space blah blah]
Let me try to alter my suggestion in the previous post to fit these facts.
[Thinks] ... The revised suggestion/request is:
Could diagonal snapping be made into an option?
It could even be independent of diagonal movement, so a player could move true-diagonally but not snap diagonally,
or,
could snap diagonally but not move true-diagonally,
or neither.
If not possible in the Boulder Dash engine because not allowed to add novel features to it,
could the Rocks'n'Diamonds engine be allowed to support true diagonal movement, and diagonal snapping?
Actually I would vote for this to be a feature of the Rocks'n'Diamonds engine _as well as _ the Boulder Dash engine, where it is already [partially];
My reason is, that I think the Rocks'n'Diamonds engine should always be better than the Boulder Dash engine, and omitting features from it won't help with that goal

)
[Note: not expecting the Rocks'n'Diamonds engine to contain all the features of the Boulder Dash engine; I understand that it doesn't suit some features such as wrap-around levels, which anyway, I don't even like that much, or at least, don't like more than non-wrapping-around levels]
If the full feature could be brought to the Rocks'n'Diamonds engine,
then, possibilities would arise:
- 4 players each with their own setting means some players could do it and some not, offering new opportunities for teamwork;
- setting/unsetting either/both of these states could be added to the list of actions available on CE change pages, so the designer could create pills / orbs etc that enable or disable diagonal movement and snapping
* * *
Another thing, thinking about it, is that in the Boulderdash clone with true diagonal movement, I think that the monsters could also move diagonally, although only through space, not through sand as the player can. Put another way, under conditions of true diagonal movement for player/monsters, two bits of wall in a diagonal arrangement are not a barrier:
under this state of affairs,
in an area like this:












After the firefly gets to to the corner of its void that is opposite to where it is now,
it could come into the player's void and kill the player, unless the player moves away or defends itself somehow.
Again this could be a configurable option with all levels without the switch set, defaulting to 'old' behaviour, so nothing gets broken / unsolvable etc.
It would add some fun / novelty, I think.
John