Testing it right now! I'll tell you if it doesn't work.Mine should be, but I never tested:
http://forums.rpgmakerweb.com/index.php?/topic/39588-orange-movement-2/
edit: Make sure to add my script after Hime's, so you don't lose any feature of it.
Hmm.. You can walk on some tiles and others don't?edit: Doesn't seem to work... I keep running into an invisible barrier. But the "barrier" isn't because of your script?
No, more like the collision is on an offset or something. I don't think it has to do with your script.Hmm.. You can walk on some tiles and others don't?
I'll give it a try when I get home.
Ah, that's what you meant.With 32 it doesn't really add anything to a pixel based movement system, does it?
Try to make a collision map which is pixel based (or at least a 16x16 or 8x8 based one) instead of a 32x32 "square based" one and the issue pops up. Sometimes it will work, but most of the times it will ignore the collision map altogether.
This snippet should make Orange Movement become compatible with it (except for the hitbox feature)Bump.
Tile_Width = 8Tile_Height = 8
module OrangeMovement_CollisionMap def can_go_up?(x, y, recursive = true, step_size = Step_Size) $game_map.passable?(x, y, Direction.up) end def can_go_left?(x, y, recursive = true, step_size = Step_Size) $game_map.passable?(x, y, Direction.left) end def can_go_down?(x, y, recursive = true, step_size = Step_Size) $game_map.passable?(x, y, Direction.down) end def can_go_right?(x, y, recursive = true, step_size = Step_Size) $game_map.passable?(x, y, Direction.right) endendclass Game_Player < Game_Character include OrangeMovement_CollisionMapendclass Game_Follower < Game_Character include OrangeMovement_CollisionMapend