A downloadable tool for Windows, macOS, and Linux

Buy Now$24.99 USD or more


You can get also gain access to this plugin and many others by joining my patreon!


With the Rosedale Collision Altering GUI plugin you can specify custom shapes for each tile in any tile set in your project, this allows for highly accurate collision detection, while keeping your project size small!

Features:

  • Adds Pixel movement to your game
  • Break the grid limitations of the default RPG Maker MV/MZ Engine
  • Allows specifying collider data for each tile in all tilesets of your project via an easy to use User Interface.
  • Easily specify a custom collider size, and offset for the player.
  • Easily specify a custom collider size, and offset for any event for each individual page.
  • Includes  a traction system based on region ID for unique feeling terrains, I.E. walking across an icey lake can cause the player to slide.
  • Plugin is highly optimized, so calculations are extremely fast, and the code base is very clean and easy to extend upon.
  • Because the plugin is geometry based, it can open up lots of possibilities for future features.

Terms of Use:

* This tool is for use with RPG Maker MV/MZ
* OK to be used in Commercial projects made in RPG Maker MV/MZ
* Contents can be edited
* OK for use in games with gore
* OK for use in adult-rated game


Updated 18 days ago
StatusReleased
CategoryTool
PlatformsWindows, macOS, Linux
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorchaucer
Tagsmv, mz, plugin, RPG Maker, RPG Maker MV, RPG Maker MZ
LinksSteam

Purchase

Buy Now$24.99 USD or more

In order to download this tool you must purchase it at or above the minimum price of $24.99 USD. You will get access to the following files:

Collision Tool-win-x64.zip 95 MB
Collision Tool-linux-x64.zip 119 MB
Collision Tool-osx-x64.zip 363 MB

Development log

Comments

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(1 edit)

Hi, sorry if this is a silly question but how do you properly input the 8-way character sheet? Is there a thorough tutorial, as I'm struggling to add my taller character sprites into it despite multiplying the vanilla assets and following the sprite sheet setup directed in the plugin. Thanks! (Also added the $ right in the beginning)

(+1)

Hello! so, for the 8 directional characters, first, you need to use the 8 directional tag on the character, either on the actor in the database, on the comment in the event page the tag should be <8dir> then there is a formatting in the plugins help file, which indicates the order the  sprites directions should be placed in

Row 1: Down Left

Row 2: Down

Row 3: Down right

Row 4: Left

Row 5: left

Row 6: Up Left

Row 7: Up

Row 8: Up Right

These is Also now a zip file which includes characters that are setup in the proper format as well :) the height of the characters should not matter as long as they follow this format ^^ If you still need further assistance just let me know and I'll help where I can :D

Tysm for the speedy response, turns out all I was missing was the <8dir> notetag! 🤍

(+1)

awesome! glad it was something simple ^^ if you need any other assistance just lemme know, also yoiu may get faster responses on the discord server :D

Ouu where can I access the Discord? And thanks again!

(+1)

The discord is in the plugin itself, in the help file. Alternatively, here is a link ^,^ I highly recommend anyone to join as you can keep track of what Im working on in real time as well! Also it;s much easier to report bugs there and for me to keep track of them also!

https://discord.gg/nexQGb65uP

Is there a way for collision to only work for events and allow the player to pass?

you can set the player to be through, and he will essentially ignore collisions until through is turned back off ^^, similar to default rpg maker

(1 edit)

How do you change an events collision to circle shape?

currently, this is unsupported, but I believe... it's possible if you use "character.setColliderType( "circle" )" replace character, with the event I.E. "$gameMap.event( 4 ).setColliderType( "circle" );"

It worked! Thank you!

Hello! Is there a way this plugin can be used with any good pixel AI tracking for events? For example a event will chase the player but not get stuck on collisions?

Hello and thanks for your inquiry! This has been integreated in recent versions of the plugin! I have added a pathfinding system directly tied to my collision plugin :) This can be found in  the help file, under "Move Route Script Calls" section.

In a move route, you can use the script call..

this.findPathTo( X, Y )

where X is the X coordinate and Y is the Y coordinate. :) This will cause whoever uses this move route, to find the shortest possible path( WHILE navigating obstacles ),to the destination you provided( the X and Y coordinates )! This is completely different than the "setDestination" functin, as set destination will move the character in a straight line, "findPathTo" will intelligently search for a VALID path to be able to reach the destination you provide it. However bear in mind it can ONLY find grid locked coordinates. I.E. X:8, Y:15, it cannot find float values in the grid, the reason being that the path find RELIES on the grid itself to find the path( there is no good way to pathfind without a grid of some sort ), this means that if you need the character to move to X:8.25, Y:732, for example, you should use the "findPathTo" function, to move to X:8, and Y:7, THEN use the "setDestination" to move to the float value of X:8.25, Y:7.32, in a subsequent script call in the move route.


I hope this has been helpful ^.^

Yes it does help. Am I able to use it like this then in the custom move route?

this.findPathTo($gamePlayer.x -0,$gamePlayer.y);
this.setDestination($gamePlayer.x -0,$gamePlayer.y);

what is the -O part? but yes, these functions are indeed working in move routes ^^

Sorry that part was for something else unrelated. Anyway thanks for your help!

Hi. Perfect plugin, but I just wanted to find out if I can set a certain part of the collision to cause the character to pass behind the collision (behind the item). As an example, the top of a tree.

Hello! sorry for the delay in response! this is possible with a seperate plugin, I recommend "TF_Billboard.js" created by Tonbii, as it is fully compatible with this plugin ^^

(1 edit)

Hello,I'm using an other plugin(visustella event move core) for my spritesheets,however,somehow,it seems to be cut in half(my sprite is tall,201*145)

It seems to detect clearly the directions,but cut the sprite in half,is there something I can do?

hmm.. are you using 8 directional sprites in my plugin? or in the event move core? and are your sprites 8 directional? if 8 directional sprites is on in te move core plugin turn it off, and use the built in 8 direction in the collision plugin. that should resolve the situation.


It may require reformatting of the sprite sheet though

(1 edit)

yes,I'm using 8 directional sprite in event move core,however,I'm using the diagonal smart jumps the plugin allows me to use.

I'll give a try to your solution,concerning the spritesheet reference on the help file,does it use the same kind of dimension as regular rpg maker (1/8 height;1/12width) or is it only on $character?

the dimensions of the art is irrelevent, it just needs to be in the same format as rpg maker sprites. I.E. top row, is walking down, second row is wlking left, next row is walking right, and bottom row is walking up( if 8 directions follow the  format in the help file ). As for if it's for big characters or not( images with $ in the name ), it does not matter as well, it should work with both. :)

Is there any guide to do a colission map for parallax maps? Similar on how we do it via qColissions?

How to add colission to parallax maps?

(+2)

Hello, there are currently no guides, as it's extremely easy to edit parallax maps for the collision tool.

First, import your project, choose the "edit colliders" button, from here, instead of importing a tileset, choose the parallax dropdown, and select the parallax you want to edit, THEN for tile letter choose "Par"

From here, it is exactly the same as editing tilesets, draw the collider on the part of the parallax image you want, save when done, and that's it!




Oh that's good to know! Sine I haven't saw it in any of the clips, even on steam. Btw what's  the difference between the Itch version and steam version of this plugin?

Well, there's really not much difference, except if the tool needs an update, I can update it quicker on itch.io, cause the steam version is published, through degica, so it takes a bit longer for me to get the update to them and for them to test/publish ^^; Other than that there is no real significant difference lol

Does this only work for tilemaps? I am using pictures and Parllax maps

(+1)

This works for tilemaps, and parallax images, it does NOT support pictures, though. ^^

thank you!

I'm sorry, but I can download the tool, but I think the js file is missing. In the steam version, there is a js file, but not here yet. Where is the js file to apply to my project? And it would be nice if the sample project was provided as in the steam.

(1 edit)

There is no js file required, simply import you RPG maker MV or mz project then click on it once, click update project and it will auto import the js file to your project ^^ I will try to make this more clear in the future my apologies!

(+1)

The only lightweight tool that gives pixel perfect collisions with your maps that I know about!

Comes with a handy developer toggle to show the colliders during testing.