The top-down adventure game tutorial uses player movement is map-tile by map-tile, and a lot of things in that game's code kind of rely on that fact. For example, the map screens changing as you walk around rely on the idea that the player is only moving in map-tile-sized movements, as opposed to one pixel at a time. Or knowing what map tile you are standing on. Also, the animated tiles function, toggle_tiles(), also assume that the camera is moving left/right and up/down in 16-map-tile increments, as opposed to staying centered on the player. So yes, you can do smooth pixel-by-pixel movement, and have the camera smoothly follow the player around, but that particular game isn't really set up to work well with that kind of player and camera movement.
Okay, its early days yet. I don’t mind scrapping what I did so far and try starting with a camera_follow setup, building an adventuregame.p8-style game from that, (apart from the fact that I’m kind of proud that I managed to make the player sprite two tiles high, with his top tile torso tile triggering actions like picking up keys and such, although ideally both legs and torso should do that). But I’m sure to run into trouble with the huge gaps in my knowledge of coding. I’m all about the art; draw like a pro, code like a noob. :L
But, its worth a try.