Coming Soon: Three Revolutionary Plugins for RPG Maker MZ
Hey everyone!
I’m thrilled to announce that three powerful plugins are almost ready to launch — each one built to push RPG Maker MZ beyond its limits.
These plugins are the result of months of work, thousands of lines of code, and a deep passion for creating tools that truly evolve the RPG Maker experience.
I’m thrilled to announce that three powerful plugins are almost ready to launch — each one built to push RPG Maker MZ beyond its limits.
These plugins are the result of months of work, thousands of lines of code, and a deep passion for creating tools that truly evolve the RPG Maker experience.
Let’s dive in.
ToshA_8DCharacters — 8-Directional Movement & 7-Frame Animation System
What is it?
Forget the classic 4-direction setup. This plugin introduces full 8-direction movement and 7-frame animation cycles, giving your characters smooth and natural motion like never before.
Features
- 8-Directional movement — including diagonal control (↖ ↗ ↙ ↘)
- 7-Frame animations — for walking, running, idle, and attack cycles
- Smart sprite switching — automatic loading of sheets:Hero_8D.png — walkingHero_idle.png — idleHero_run.png — runningHero_attack.png — attacking
- Short-press steps — quick tap = short step with shortened animation
- Pose control — PlayPose / StopPose for cutscenes and dialogue
- Mount system — place the actor on horses, carts, or chairs
- Event comments — <dir:9> or <dir:3 on> to control NPC facing
- Full integration with ToshA_PixelMovementSystem
Why it’s great
Your characters will move naturally and look alive.
No more stiff, grid-based motion — just smooth animations and dynamic angles.
Perfect for action-RPGs, adventures, and cinematic story games.
No more stiff, grid-based motion — just smooth animations and dynamic angles.
Perfect for action-RPGs, adventures, and cinematic story games.
ToshA_PixelMovementSystem — Complete Pixel Movement Engine
What is it?
The most advanced pixel-movement system ever made for RPG Maker MZ.
It removes the grid entirely and brings physics, collisions, parallax layers, and A navigation — transforming your project into a true 2D engine.
It removes the grid entirely and brings physics, collisions, parallax layers, and A navigation — transforming your project into a true 2D engine.
Features
Pixel movement and navigation
- Smooth movement with pixel-level precision
- Full 8-direction support
- Smart wall-sliding during collisions
- Move-to-target commands with script calls
Advanced collision system
- Rectangular and circular colliders with offset support
- PNG Collision Maps:🔴 Red = impassable for all🟢 Green = water level 1 (boats)🔵 Blue = water level 2 (ships)🟡 Yellow = impassable for player only🟣 Purple = impassable for events only
Parallax and layering
- Up to 100+ parallax layers with independent speed
- Static image anchors tied to map coordinates
- Blending modes (normal, additive, multiply, screen)
- Rotation and anchor point control
- Z-index rendering for perfect depth layering
- Animated layers for atmospheric depth
Interaction and events
- Smart events that react to player proximity:dir 48 — face the player within 48pxdir 48 stop — face and stop
- F7 — drag & drop events in-game
- Shift+F7 — reset all event positions
- Right-click — reset single event
- JSON-based event position saving
Developer tools
- F10 — visualize all colliders
- F7 — event dragging and positioning
Why it’s great
This is not just a plugin — it’s a complete game platform.
You get:
You get:
- Full control over movement and physics
- Professional parallax effects
- Built-in developer tools
- Everything in one system — no need for 5–10 extra plugins
ToshA_SRPG — Tactical Turn-Based Battle System
What is it?
Turn RPG Maker MZ into a full-scale tactical RPG engine like Fire Emblem, Final Fantasy Tactics, or XCOM.
This is not just a plugin — it’s a complete strategy framework.
This is not just a plugin — it’s a complete strategy framework.
Features
- Player → Enemy turn phases with full unit control
- Movement and attack range highlights (blue/red zones)
- Damage preview with DMG / HIT / CRIT display
- Counterattacks and critical hits
- Battle log window
- AI behaviors:Aggressive mode (chase nearest target)Guard mode (defend area within radius)Smart tile evaluation for best positioning
- Interface:Wide status window with faces and iconsGradient HP/MP/TP barsCompact 3-column parameter table
- 8D integration — characters rotate in 8 directions during actions
- Mission types:Rout — defeat all enemiesSeize — capture the pointDefend — survive N turns
- Terrain bonuses (forest = evade, fort = defense)
- Optional permadeath system
Why it’s great
You get a ready-to-use tactical system straight out of the box.
No need to script complex mechanics — just place units, define AI, and start designing battles.
No need to script complex mechanics — just place units, define AI, and start designing battles.
Ideal for Fire Emblem, Tactics Ogre, or XCOM-inspired games.
Release Date
Coming very soon.
Final testing and documentation are in progress. Stay tuned for updates here on Boosty.
Final testing and documentation are in progress. Stay tuned for updates here on Boosty.
Why it matters
All three plugins work perfectly together:
- 8D Characters — smooth, realistic animation
- Pixel Movement — freedom and physics
- SRPG System — tactical depth and cinematic battles
Imagine your heroes moving fluidly in eight directions, sliding pixel-perfectly around obstacles, and then engaging in strategic turn-based combat with intelligent AI.
That’s the future of RPG Maker MZ.
That’s the future of RPG Maker MZ.
Your Feedback
I’d love to hear your thoughts:
- Which plugin are you most excited about?
- What would you like to see in future updates?
- Got ideas for new features?
Thank you all for supporting my work — these plugins exist because of you.
orangepaw3
How is the SRPG System coming along?
Apr 18 14:25 
1
ToshaAngel
orangepaw3, Hi! Thanks for asking.Honestly, I had paused the development of the SRPG System because I thought there wasn’t much interest in it. But seeing your comment made me pleasantly surprised that people actually care.So I’ve decided to resume work on it. In about a week or two I plan to release the first working version — a playable build with the core mechanics (turn phases, movement/attack zones, AI, damage preview, terrain bonuses, and so on).
Apr 18 16:02 

1
orangepaw3Replying to ToshaAngel
ToshaAngel, Yay!
Apr 18 16:19