Any pixel movement scripts compatible with Hime's Collsion Map?

Agustin

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Title says it all, I really need this... :p
 

Agustin

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Hudell

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edit: Doesn't seem to work... I keep running into an invisible barrier. But the "barrier" isn't because of your script?
Hmm.. You can walk on some tiles and others don't?


I'll give it a try when I get home.
 

Agustin

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Hmm.. You can walk on some tiles and others don't?

I'll give it a try when I get home.
No, more like the collision is on an offset or something. I don't think it has to do with your script.
 

Sixth

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Sadly, it's not compatible, Hudell, I tried it already. :(


It seems to mess up the X and Y co-ords of the player and checks at the wrong places. The shape of the map is not changed, it's just moved, so those "invisible walls" are actually your impassable tiles but at the wrong places. I got tired of trying to fix it, so I gave up on it. >.>
 

Sixth

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Doesn't matter what width/height I set it. Actually, the smaller I set it, the worse it becomes, lol.
 

Hudell

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Can you send me a small demo project with the issue?


If you change the width and height it really won't work, but with 32 it should!
 

Sixth

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With 32 it doesn't really add anything to a pixel based movement system, does it? :D


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.
 

Hudell

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With 32 it doesn't really add anything to a pixel based movement system, does it? :D


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.
Ah, that's what you meant.


Yeah, the collision is still tied to the tiles on my script. I never created a pixel collision script before because I couldn't think of any simple way to configure the collisions. This script from Hime looks like a good idea, so I'll probably use it.


Although I will only do this after the IGMC.
 

Agustin

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Hudell

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This snippet should make Orange Movement become compatible with it (except for the hitbox feature)

All script's configuration must match for it to work:

If OrangeMovement "Tile_Sections" setting is set to 4, you need to configure Collision Map with

Code:
Tile_Width = 8Tile_Height = 8
The code:
Code:
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
If it doesn't work, please create a small sample project where collision map is working without pixel movement and I'll make it work with my script.
 

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