Thats because
my.x += any_value
moves the entity only on the x-axis of WED, no matter how it was rotated.
You could use this to get a non-collision but rotation dependent motion:
Code:
action move_me
{
while(me)
{
my.x += time_step * cos(my.pan);
my.y += time_step * sin(my.pan);
wait(1);
}
}
It is important to have both lines (my.x and my.y)!