Victor Sant 273 Posted June 29, 2012 (edited) Victor Engine - Pixel Movement http://www.youtube.com/watch?v=87OPb9PJkys This script allows to replace the tile based movement where the player walks a whole 32 pixel tile each step with one that he walks only 4 pixels. It also give a better collision system for events. Download:Victor Engine - Pixel Movement Credits:Author: Victor Sant Terms of Use Edited December 14, 2012 by Victor Sant 2 Share this post Link to post Share on other sites
Coolie 148 Posted June 29, 2012 Well done, Victor. Another home run. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 30, 2012 (edited) I'm curious why you chose to move 4 pixels per step. In the context of "why not 2 or 6 or some odd number lol" I like the bitmap collision; I think there was another script that allowed you to tag events to make their "trigger" area larger than one tile (so larger sprites actually make sense), but pixel collision is definitely a more sensible way to implement it. Is the bitmap-based collision automatically applied? For example that dragon didn't need extra tags to tell use the width and height. Edited June 30, 2012 by Tsukihime Share this post Link to post Share on other sites
Victor Sant 273 Posted June 30, 2012 I'm curious why you chose to move 4 pixels per step.Pure math, i divided the tile by 2 the max i could, 32 / 2 = 16, 16 / 2 = 8, 8 / 2 = 4.I tried with 2 pixels, but that didn't work fine. so 4 was the best lowest result i had with a good precision. Is the bitmap-based collision automatically applied? For example that dragon didn't need extra tags to tell use the width and height.Yes, it's automatic. All events are based on the bitmap size, unless you set custom values with comments. Share this post Link to post Share on other sites
Steven R. 0 Posted June 30, 2012 (edited) This is probably a newbie question, but I can't seem to make events run when it's on say a table tile. I have it set up right, same as character/action button, so what should I do to fix this? (This only happens when using this script btw.) Edited June 30, 2012 by Steven R. Share this post Link to post Share on other sites
Victor Sant 273 Posted June 30, 2012 (edited) there must be a collision between the character and the event, if you set VE_PLAYER_BIG_COLLISION = false, the collision area from the player is smaller, so the tile blocks the the collision between the even and the player. So there's 2 solutions: 1 - setup VE_PLAYER_BIG_COLLISION = true, making the player have a 32 x 32 2 - use the notetag to make a custom collision área for the event (40 x 40 should be enough) Edited June 30, 2012 by Victor Sant Share this post Link to post Share on other sites
Steven R. 0 Posted June 30, 2012 Ah, alright. Thanks Victor! Share this post Link to post Share on other sites
Garrett 6 Posted July 5, 2012 I am having the same problem as Steven R, and setting VE_PLAYER_BIG_COLLISION = true did not do a thing. But where do I put the 40x40 event notetag? How do I set custom values with comments if events don't even have comment boxes? Share this post Link to post Share on other sites
Victor Sant 273 Posted July 5, 2012 Seriously... do you really know how to use the RM basic functions? In any case i added a more precise fix for this issue, update the pixel movement script Share this post Link to post Share on other sites
Garrett 6 Posted July 5, 2012 Ah, thanks! I forgot that was even there. Share this post Link to post Share on other sites
wefoiwefpowiefh 0 Posted July 13, 2012 I think this works a little better then Khas' pixel movement cause his doesn't allow the side passability to be unpassable Share this post Link to post Share on other sites
Victor Sant 273 Posted July 14, 2012 I think this works a little better then Khas' pixel movement cause his doesn't allow the side passability to be unpassable And you can use it in a 500 x 500 map without having to wait 5 minutes for the map to load. Share this post Link to post Share on other sites
UltimateBoskonovitch 2 Posted July 27, 2012 Overlord Victor strikes again. Yet another great and usefull script. Love it! Share this post Link to post Share on other sites
sheeeeeeets 1 Posted September 19, 2013 Hey guys! Been using RPG Maker VX Ace now for a few months, and prior I use to use RPG Maker 95 (WAY BACK IN THE DAY). I have gotten quite use to downloading and installing scripts for the game I am making, and after about 50+ hours of work on the first stage, I have decided to make it Parallax. That being said, I went for this movement script right away as well, hopefully to give me more control over the playable characters and make a much more memorable gaming experience for the gamer. I am having problems figuring out how to set collisions up on my furniture I am implementing into the game via photoshop. When I was learning Parallax, I would set everything on my base level and assign each tile passable or not passable, but if I do that now the character is 8-16 bits away from stuff instead of standing right in front of it. Would I have to set up all of this stuff as events with collision comments showing the range of each square, or am I over thinking it and there is a much easier way? I am VERY sorry if this seems like a newb question, but this script along with converting my levels to Parallax will make this game I am doing for a website for FREE, pretty darn nice And on my way around looking for scripts, I see your scripts a ton Victor. This may not seem like alot coming from a VX Ace newb, but thanks for all your hard work man. Great stuff your putting out, and I know alot of people appreciate it! Share this post Link to post Share on other sites
Tdanger 2 Posted July 13, 2015 I know I'm super late to this party, but is there a way to adjust the pixels the PC moves per step? I looked through the script but nothing obvious jumped out at me. I basically need the collision detection aspect of the script without the pixel movement. I love the pixel movement, but the ABS I'm using only works if the event is lined up with the hero just right. Share this post Link to post Share on other sites
Tidloc 55 Posted July 13, 2015 (edited) not sure (and haven't tried it) but I think all the 0.125 in the procedure side_collision_fix? should be replaced by a 1 (as 4 is 1/8 of 32, the normal tile width/height) or even all occurences... also I think you need to rewrite the 8's in the procedure fix_position with something, but I'm puzzled if 2 is the right choice there... to late here Edited July 13, 2015 by Tidloc 1 Share this post Link to post Share on other sites
Tdanger 2 Posted July 14, 2015 First, thanks for the speedy response.I tried setting all the 0.125 settings under side_collision_fix? to 1 first, which oddly just changed the way the PC adjusts itself to line up with oncoming events. Instead of moving toward the center of the oncoming event, the PC moves to the outside of it Then tried adjusting the fix_position 8's to 2's and it wouldn't let me move at all.I'm going to keep playing around in those areas though and see what I can do. Thanks again. Share this post Link to post Share on other sites
Tdanger 2 Posted July 14, 2015 Well, I've had a few promising leads, but they've all resulted in little other than various errors, as expected. If anyone can figure it out, or even how to isolate the collision detection aspect of the script, since that's all I really want, you would be saving my ass. Share this post Link to post Share on other sites
Tidloc 55 Posted July 14, 2015 I hope it's ok for Victor to tinker a little with his script, he can take over my changes without crediting me for this little enhancement here is what I got: PixelMovement In line 150 you got a new constant, set it to 0 for no pixelmovement at all. I hope I got everything covered, so all system work as planned, please try. I just noticed the collision detection can be annoying when you try to talk to people... 1 Share this post Link to post Share on other sites
Tdanger 2 Posted July 14, 2015 Awesome! That works quite well. But I see what you mean about interacting with events. If an NPC comes near the PC, he side steps, like he's avoiding them. It must be something to do with the auto correcting the pixel movement does, when you walk toward an event or edge. This is definitely a step in the right direction, but if I can't interact with event properly, I'm not going to get very far. I tried adjusting the side_collision_fix? again, but still not getting far on my own. Share this post Link to post Share on other sites