Larger player collision area?

Mukar

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So,  I made a 96x128 character sprite and I really like it. I'd rather not shrink it down to 32x32...and that's my problem. The player collision area is only 32x32, which is way different than that of my 96x128 sprite. As a result, I have my character overlapping walls and such. Is there any way to fix this by making the collision area for the player larger, or something of the sort?

Help :(

Here's what I'm looking at.

Overlap issue..png
 
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Shaz

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There is a "large sprite display fix" script available, and while it won't help you with THIS issue, you should probably grab it (if it's not already in your scripts - the later versions have it there by default) as it will help with other issues you'll have due to larger sprites.


The only ways to stop the overlapping is to prevent the player/NPCs walking that close to objects if they are wider than 32 pixels by using a tile that's set to impassable to stop them getting that close, or by using a script to fix the issue when it happens (something similar to the script I mentioned above, but it would handle sprites wider than 32 pixels rather than sprites taller than 32 pixels).


In that case, should the part of the sprite that overlaps the wall not be visible? That would look a bit strange if they were a tile lower than you have there - their shoulder or head would be cut off at the wall (move your sprite one tile down from where it is, then imagine any portion of them overlapping the wall being removed). It just doesn't work.


The BEST solution is not to HAVE larger sprites that cause this problem in the first place ;)
 
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Mukar

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No, it should be visible. My problem is really the overlap that happens at that distance. I see your point about not having big sprites, but I just really don't want to sacrifice what I have for something smaller and harder to see...Argh this is difficult.
 

Engr. Adiktuzmiko

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Implementing custom collision size in RM isn't really easy... Try out some of the pixel movement scripts out there since some of those have a custom collision of sorts, IDK if they work completely fine though. AFAIK, Hime has been trying to figure this out for some time too.
 

Gothic Lolita

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Pixel Movement fix it somehow, but it makes problems with minimap scripts for some reason. :/ 
I try to fix it myself for long, but it seems not to be possible. But not a scripter, so might it's only really hard. ;) (\s/)
 

Mukar

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I guess I'll try pixel movement then...at least I don't have a mini map ;)
 
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Tsukihime

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