Original Source
- Original title: Quasi Pixel Collision Issues/Error
- Original author: tvghost
- Original date: January 16, 2017
- Source thread: https://forums.rpgmakerweb.com/threads/quasi-pixel-collision-issues-error.73716/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
(I have personally messaged the scripter, and they have given me permission to use/edit these scripts, so long as credit is still given. Do not try to rip the scripts in the demo and claim as your own.) When trying out Quasi's VX Ace pixel collision scripts (this was combined with the quasi module and his pixel movement script), I came accross an error where the player was unable to save through the menu. Trying to force save using a script call (DataManager.save_game(1)) in an event does not work. There are...
Archived First Post
When trying out Quasi's VX Ace pixel collision scripts (this was combined with the quasi module and his pixel movement script), I came accross an error where the player was unable to save through the menu. Trying to force save using a script call (DataManager.save_game(1)) in an event does not work. There are no events or scripts which permanently disable the save access, either. This error seems to persist only when you use a notetag in "Map Properties" to bring up a collision map.
I haven't found any documentation for these scripts, to be honest. This seems to have been an error several other people have had - and I think there is a possible fix to this. however, I simply haven't been able to find any updated scripts or any instructions on how to perform these fixes. And after hours of trial and error I've kind of given up on fixing it on my own, heh.
(edit: taken the video down, link is no longer usable.)
Demo: View attachment Pixel Collision Error.exe
Any ideas on what could be the cause of this? Also interested in knowing if there are any alternative collision scripts which function similarly for VX Ace - that is, assigning a non grid-restricted collision image/map to determine the passable/impassable areas. I know there is one for XP, and there may be one for VX? Seems like this is the only one for VX Ace, but I might be mistaken.
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(I have personally messaged the scripter, and they have given me permission to use/edit these scripts, so long as credit is still given. Do not try to rip the scripts in the demo and claim as your own.) When trying out Quasi's VX Ace pixel collision scripts (this was combined with the quasi module and his pixel movement script), I came accross an error where the player was unable to save through the menu. Trying to force save using a...
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