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VXACEOrange Movement 3

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Orange Movement 3
  • Original author: Hudell
  • Original date: May 3, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/orange-movement-3.39588/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

Who wants another pixel movement script? I had created this one for my game, but I decided to share it here. Here's the link: On the Pixel Movement part, there's just one configuration: Tile_Section.

Archived First Post

Who wants another pixel movement script?

I had created this one for my game, but I decided to share it here.

Here's the link:

https://github.com/Hudell/scripts/blob/master/standalone/movement/orange_movement.rb

On the Pixel Movement part, there's just one configuration: Tile_Section.

This config determines on how many pieces a tile should be broken. The default is 4, which means the 32px tile is going to be broken on 4 pieces of 8px. If you set this config to 1, the game will continue using a tile based movement.

This script only affects the player. All other events will continue using the default tile based movement.

Besides that, there are some cool different features on this script:

1) Automatically jump over small obstacles

   There are many configs to determine when and how the player should jump over something. I recommend using a region to configure all jumpable tiles, though.

2) Let the player fall from high places.

  This one requires a region to work. You can use a different region for each direction

OrangeMovement.png
3) Automatically walk around objects that would otherwise block the player's route.

This one doesn't require any configuration, but there's one config that let's you define how far the character can walk automatically on a different direction than the button the player is pressing.

If you set that to a larger value, the character will even walk around whole buildings automatically!

4) Diagonal movement

There's no reason to walk on only 4 directions anymore.

5) Configure the player hitbox

You can now have larger or smaller sprites triggering collisions and events right.

6) Event hitboxes:

You can now move or resize the event hitboxes.

The default hitbox is x=0,y=0, width=1, height=1

If you want to use an event that has double height, you add a comment on it with those configurations:

hitbox_y=-1hitbox_height=27) Several new features were added to the script since this first post. Check the discussion on this thread.Here's an old video showing the results of different configurations on the very first version of the orange movement script:

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