Pixel Movement



Last Update: 2013.01.24
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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.


Requires the Victor Engine – Basic Module

Full instructions at the header of the script.


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  1. Can I use it with Falcao Pearl ABS ?

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  2. after an text the characters move a little bit more slow, why does that happen?

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  3. Hello Victor. Would it be possible to expand this script? I thought then on a collision detection for event.
    Example: An NPC Char sitting in a chair and with the own Char can walk along behind the backrest. Problem: The head of the NPC Char disappears behind the backrest.
    Would that be possible?

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    • This has nothing to do with the passaibility wich is what this script deals with. It’s a default behavior of the maker sprites priority.
      Also i’m not upgrading the VXA scripts, my focus now is on MV.

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  4. first of all, thanks for this dude as its exactly what i needed. however, i have no knowledge of coding or scripts, so apologies if this is an easy fix – but – whenever i try to trigger an event in-game, nothing happens. how do i go about fixing this? other than that, the movement is great – much better than how it used to be.

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  5. Hey Victor, where I can find the compatibilty patch for KMS Minimap?

    Thanks.

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  6. Whenever I load an old save file it crashed and says
    Script ‘Pixel Movement’ line 367: NoMethodError occored.
    undefined method `empty?’ for nil:NilClass
    Is there a fix for this or do I just have to use a new save file?

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  7. I have a problem. I want to make a moving event that starts with event touching actor, but it simply does not work with pixel movement. What can I do in order to fix this?

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  8. is there a way to make the map have collisions that are not cubic. With / shapes and whatnot?
    For example, there was a XP script that based a maps collisions on a black and white image file that defined its’s shapes.

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    • I’m also interested on a way to have a pixel detection on parallax maps with a collision layer (black and white colors only) that would indicate to each pixel if it blocks the hero or allow him to go through.

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