Requesting a dynamic collision script.
BMM_Archive · July 15, 2026
Original Source
- Original title: Requesting a dynamic collision script.
- Original author: deathsia
- Original date: August 3, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/requesting-a-dynamic-collision-script.30673/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests
Summary
As the title says, I would like it if someone could create a dynamic collision script. I am well aware that a few exist but none of them produce the functionality I need for my game. The following is an example and for the sake of agruement I will be using the colors red and black in my example. Red=inpassable Black=Passable
Archived First Post
I am well aware that a few exist but none of them produce the functionality I need for my game. The following is an example and for the sake of agruement I will be using the colors red and black in my example.
Red=inpassable
Black=Passable

In example 1 you can see the 32x32 pixel is filled in half by both colors, what This means is that half the tile is passable while the other half isn't. While this is similar to RPG maker's default 4-dir passability this is only the start of what I'm asking for.
In example 2 you can see that each half is still colored in each color but unlike example 1, it's colored in a diagonal fashion. This kind of passability is also possible in RPG maker's 4-dir settings but the program handles it in a choppy fashion.It often causes the player to seemingly jolt up as they run into the tile with this type of setting.
Now for example 3, you can see that the black color goes in a curve unlike the last two examples, this is as far as I know, IMPOSSIBLE with RPG maker VX ace's passability settings.
Hopefully these 3 examples have given you a good idea of what I'm asking for.
In conclusion, what I need is the following:
- The ability to create a collision map that the script is capable of reading the color code precisely and accurately.
- Fluent and seamless motion when the player comes in contact with these tiles.(Not a requirement but preferred)
- The player will be able to move about the map according to the how the collision map is colored pixel by pixel.
- 64x64 sprite size compatibility.(Not a requirement but preferred if possible)
- Events being able to read this color code accurately.
- Compatibility with parallax maps.
- OPTIONAL: A 3rd color code for behind passability settings.
Downloads / Referenced Files
RPG Maker Web attachments are mirrored locally when available. Other external links remain hosted by their original creator or third-party service.
- Local mirror: 7400-5c1e118bdf5c13bb4b897aaccab943fa.png
SHA-256:886bfe8ad9aa70e9a1511a3ece9fbb96d2e4221b8d929ba72207f8554e4577d4
Original attachment URL: https://forums.rpgmakerweb.com/attachments/paralax-examples-png.15613/
Referenced Images / Attachments
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
Replies (0)
No replies yet.
Topic Summary
Loading summary...