Larger collision size for larger characters

Status
Not open for further replies.

ImperiousRex

Veteran
Veteran
Joined
Sep 27, 2015
Messages
61
Reaction score
7
Primarily Uses
Estriole AKA EST has an excellent plugin for increasing event collision sizes and triggers but there doesnt seem to be a similair plugin for altering a character or enemies collision size.

I know there are pixel movement plugins being developed but it would be nice to simply alter a character or enemies collision size via note tags.

Hope some genius out there can make this work
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,430
Reaction score
7,711
First Language
German
Primarily Uses
RMMV
There are no enemies on the map, so what collision are you talking about?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
possibly large characters (say, 3 tiles wide) and buildings?
 

ImperiousRex

Veteran
Veteran
Joined
Sep 27, 2015
Messages
61
Reaction score
7
Primarily Uses
possibly large characters (say, 3 tiles wide) and buildings?
Yes. It would be nice to specify the trigger size of characters via note tags. For example make a character 3 tiles wide and two tiles tall instead of the current limit of one tile.

This would allow the player to play as an ogre character unable to fit in tight spaces or other situations where a larger size is needed

EST’s plugin already handles making events trigger sizes bigger which works great for on map events but currently there is no way to increase the trigger sizes of characters.

There are no enemies on the map, so what collision are you talking about?
Some battle system plugins add enemies to the map as events. If there would be a way to specify an enemies trigger size on the map and in battle via enemy note tags without compatibility errors that would be pretty neat.

That way you could create an enemy input it’s trigger size into the note tag and not have to input its dimensions into the on map event. This would also allow the on map enemy event to be a random enemy rather then a specific one.
 
Last edited:

Featherbrain

Prehistoric Gamer
Veteran
Joined
Jan 12, 2020
Messages
84
Reaction score
114
First Language
English
Primarily Uses
RMMV
Did anyone ever discover a solution to this? The ability to increase player collision beyond one grid would be extremely helpful for using smaller tile sizes in lieu of pixel movement.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ

@Featherbrain , please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.

 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,455
Members
137,821
Latest member
Capterson
Top