Pixel Movement is a script that converts the movement of all game characters by Tiles to Pixels. The Arcthunder Pixel Movement was developed to enhance the integration between the characters and the map, improving the collision either.
- Features:
Pixel steps
Plug and Play
Advanced collision system
Lag-free
Work with RMVX counters
Loading system (Khas Physics)
Changes the movement of the player, the map events and the vehicles
You may set an unique collision for each event
Much more…
- Instructions:
All the instructions are on the script.
- Screenshot:

- Video:
- How does the collision work?
Consider the default settings: the tiles are divided by 4. To understand how the system works, you must know that there are a new coordinates system: the (PX, PY) system. The PX coordinate is 4 times bigger than the default X, and so the PY does. Example:
5 PX = 1.25 X
8 PY = 2 Y
31 PX = 7.75 X
Now, considering an simple event, there are two cases of collision:
- The “priority type” of the event is 1 or 3 (the player can pass through the event):
The trigger will be activated when the following conditions occur:
a. The difference between the player’s PX and the event’s PX is equal or smaller than the event’s collision constant?
b. The difference between the player’s PY and the event’s PY is equal or smaller than the event’s collision constant?
If this two conditions happen, the event will be triggered! In practical instances:
[collision 0] will make the collision happen when the player is exactly above the event.
[collision 4] will make the collision happen as the default system of the RMVX: 1 tile next to the event.
Conclusions: Inserting values between 0 and 4 on the [collision X] command will make the collision happen between 0 and 1 tile.
- The “priority type” of the event is 2 (the player can not pass through the event):
The event acts as a obstacle to the player. The player can not pass when the following conditions occur:
a. The difference between the player’s PX and the event’s PX is equal or smaller than the event’s collision constant?
b. The difference between the player’s PY and the event’s PY is equal or smaller than the event’s collision constant?
Note that the conditions are the same, but here the event acts as a obstacle, so the player can not pass through the event. In practical instances:
[collision 0] means that the player can walk around the event, but the player can’t step exactly above the event!
[collision 1] defines a little range of collision, the player can’t pass through the middle of the event
[collision 3] defines a good collision value for characters
[collision 4] means that the player can not walk through any part of the event!
Conclusions: In this case, [collision X] defines the size of the event!
Hint: for big events, you may set values bigger than 4. You can use it with big trees for example.
Well, that’s it. It’s a little complicated, you may test different values to understand how it works.
I tried to explain in the best way I can. Sorry for any mistake, I’m brazilian as you know xD
- Arcthunder Physics Editor:
Now you can edit the “Khas Physics.rgss2a” file.
The editor is a little complex, it’s only recommended for advanced users.
If you are using simple tilesets (square passages), you may not use the editor.
Compare the screenshot and the video bellow:

- Links:
Terms of Use: English – Read before use.
Script download: English – Mediafire
Editor download: Multi – Mediafire
Editor’s user guide: English – Mediafire
- Credits:
Created by Khas Arcthunder.
Enjoy!





