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ACTION GAME MAKER News

ACTION GAME MAKER 1.2.1 Patch Notes

[h2]New Features[/h2]
  • [p]Added new options for Barrage (Bullet Hell) shotgun and split bullets:
    You can now choose between random spread or fixed equal spacing.[/p]
  • [p]Added “Locked Object” as a target option in FaceDirectionSettings.[/p]
  • [p]Added a new Reverse Direction property to FaceDirectionSettings.[/p]
    • [p]This allows the object to face the opposite direction of the specified direction.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue (since 1.2.0) where the state setting “Do Not Change Display Direction” did not work correctly.[/p]
  • [p]Fixed an issue where the ChangeFaceDirection action did not function properly when set to
    “Movement Direction” or “Right / Left.”[/p]
  • [p]Fixed an issue where new actions and conditions did not work in HTML5 exports.[/p]
  • [p]Updated some translations.[/p]

Trial Version Available Again (Limited Time)

[p]The ACTION GAME MAKER trial version is available once again for a limited time![/p][p]This trial includes almost all features introduced in version 1.2.0, including the newly added Bullet Hell system and lightweight features.
However, please note that game export is limited to Windows only in the trial version.
(The full version supports export to Android and Web as well.)[/p][p]Trial availability period: Until Monday, March 23[/p][p]If you’re interested in creating a full-fledged action game but feel that programming might be a barrier,
this is a great opportunity to try ACTION GAME MAKER—don’t miss it![/p]

RPG Maker Festival 2026 has begun!

[p]Celebrate RPG Maker Day! RPG Maker Festival 2026 is Now Live![/p][p]February 15th is officially recognized as "RPG Maker Day", a whole day dedicated to sharing the joy of game creation.[/p][p]To celebrate, we are thrilled to announce the start of the RPG Maker Festival 2026![/p][p][/p][p]・RPG Maker Festival 2026[/p][p]https://store.steampowered.com/sale/rpgmakerfestival2026/[/p][p][/p][p]・RPG Maker Festival 2026 – Event Period[/p][p]From 10AM on FEB 9, 2026 to 10AM on FEB 23, 2026 (PST)[/p][p][/p][p]This massive online event features incredible discounts on the RPG Maker series and all its DLC, along with showcasing many amazing titles created by our community![/p][p][/p][h3]■ Special Discount Information[/h3][p]Now is the perfect time to start your game development journey with these limited-time offers:[/p][p][/p][p]RPG Maker MZ: 60% OFF for the first time![/p][p][dynamiclink][/dynamiclink][/p][p]RPG Maker MV: 93% OFF[/p][p][dynamiclink][/dynamiclink][/p][p]ACTION GAME MAKER: 30% OFF[/p][p][dynamiclink][/dynamiclink][/p][p]Extra Savings: Purchase the RPG Maker MZ & ACTION GAME MAKER Bundle to receive an additional 10% OFF![/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]■ RPG Maker MZ "Free Weekend"[/h3][p]Curious about game dev? [/p][p]We are hosting a Free Weekend for RPG Maker MZ! During this period, you can experience every feature of the engine for free.[/p][p]Discover the fun of building your own world, and if you love it, grab it at a huge discount during the festival![/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]■ Vampire Survivors × ACTION GAME MAKER Bundle[/h3][p]We are proud to announce a special collaboration! [/p][p]Pick up the Vampire Survivors × ACTION GAME MAKER Bundle for an extra 10% discount.[/p][p]This bundle is available exclusively for the duration of the RPG Maker Festival 2026 - don’t miss out on this legendary pairing![/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]■ Explore 1,000+ Games Made with RPG Maker[/h3][p]The festival isn’t just about the tools! [/p][p]There's more than 1,000 games created with RPG Maker that are participating in this year's event![/p][p]From hidden gems to acclaimed indie hits, take a look and we're sure you'll find your next favorite game. [/p][p]Many of these titles are also available at special sale prices![/p][p][/p][p]https://store.steampowered.com/sale/rpgmakerfestival2026/?tab=2[/p][p][/p][p][/p][p][/p][p][/p]

Producer Letter #18 Version 1.2.0 and Future Improvement Plans

[p]Producer Letter #18[/p][p]Version 1.2.0 and Future Improvement Plans[/p][p]Hello everyone, producer Morino again here.[/p][p]In this 18th Producer Letter, I’d like to talk about Version 1.2.0, which is finally released, as well as our plans for future improvements.[/p][p][/p][h2]Version 1.2.0 Update Details[/h2][p][/p][h3] Bullet Hell System and Area2DGameObject[/h3][p]The contents are the same as what was explained in Producer Letter #17, so please refer to that letter for detailed information.[/p][p]The bullet hell system is a bit tricky to use, but it allows you to fire a large number of bullets. So it’s possible to create some really interesting behaviors.
We’ve also created a new sample project for this system, so please look for in the Sample Project list.[/p][p]We don’t consider the bullet hell system complete as yet, as we plan to continue updating and expanding its settings over time.
There are still many things we want to add, such as stopping bullet generation, more allowing direction control when firing, setting targets for shotgun shots, rotating the origin positions for all-direction attacks, and more. These will be added gradually in future updates.[/p][p]Area2DGameObject is compatible with existing GameObjects, so by simply switching the root node for GameObjects that don’t require collision (such as UI), you can expect a reasonable amount of performance improvement.
That said, we don’t consider this sufficient optimization on its own, and we’ll explain further improvements later.[/p][p][/p][h3]Display Direction (DisplayDirection) System Improvements[/h3][p]We didn’t mention this in the previous letter because we weren’t sure it would make it into Version 1.2.0 in time, but we’re happy to say it was successfully implemented![/p][p]Previously, display direction was always forced to be the same as the direction of movement, which significantly limited our scripting system’s flexibility. This has now been improved so objects can face various directions regardless of movement.[/p][p]You can now select an Object’s display direction type from the following options:[/p]
  • [p]Does not change automatically[/p]
  • [p]Movement direction (pre-v1.2.0 function)[/p]
  • [p]Movement key direction (Pixel Game Maker MV’s system)[/p]
  • [p]Follow an Object[/p]
  • [p]Follow a Group[/p]
[p]These settings are applied by adding a FaceDirectionSettings node to the Object you need to control and then configuring it as needed.[/p][p]Some of you might wonder why this wasn’t added directly to an Object’s master properties, but this structure was needed so that the settings can be easily controlled via property-changing actions.[/p][p]With this structure, you can switch follow targets or change movement types dynamically, maximizing your freedom as a creator.[/p][p]It is also possible to change the facing direction using the new ChangeFaceDirection action.[/p][p]By combining these settings and actions, it becomes much easier to create behaviors that were previously difficult, such as:[/p]
  • [p]Drift-like movement[/p]
  • [p]Facing a mouse cursor[/p]
  • [p]Temporarily facing a specific direction during event scenes[/p]
[p]This should be powerful enough for most use cases, but please let us know if further improvements are needed.[/p][p][/p][h2]Future Development Plans[/h2][p]For now, we plan to continue enhancing the bullet hell system, further improve lightweight objects and the display direction features added in Version 1.2.0.
But we’d like to share our plans beyond that immediate future as well.[/p][p][/p][h3]Addressing Performance Issues When Creating Objects[/h3][p]We’ve continued optimizing and updating the engine to address performance issues, but it’s still not in a perfect state.[/p][p]In particular, we believe that the heaviness when creating objects cannot be fully resolved through optimization of the current structures alone.[/p][p]To address this, we’re considering implementing a system commonly known as an object pool.
This involves generating objects in advance when a scene is loaded, keeping them invisible and disabled, and then activating them only when needed.[/p][p]This is a common approach for solving performance issues during object creation, and we expect it to be quite effective.[/p][p][/p][h3]Updating to Godot 4.6[/h3][p]The current version of ACTION GAME MAKER is based on Godot 4.4, but Godot itself was recently updated to 4.6.[/p][p]We skipped the 4.5 update because it mainly focused on 3D features, but Godot 4.6 includes several useful additions for us, such as new default themes and unique node ID functionality.[/p][p]Because of this, we targeting an update ACTION GAME MAKER to Godot 4.6.[/p][p][/p][h3]Other Development Items[/h3][p]Since we still have some large-scale development work ahead, please bear with us a bit longer regarding the Linux and Mac versions.[/p][p]At the same time, we will continue working in parallel on fixing reported bugs and updating other features.[/p][p][/p][h2]Closing[/h2][p]That’s all for this Producer Letter.
I’ll talk to you all again soon, and thank you for your continued support of ACTION GAME MAKER![/p]

Major Update 1.2.0 Patch Notes

[p]We are pleased to announce the release of Major Update 1.2.0.[/p][p]No compatibility issues are expected with this update.
However, version 1.1.15 is available as a beta branch, so if you encounter any issues, please switch to it and continue development.[/p][p]Documentation for the new features is available on RPG MAKER GUILD, so be sure to check it out as well.[/p][hr][/hr][h2]⚠️ Major Updates[/h2][h3]✅ Area2DBasedObject Implemented[/h3][p]We have added Area2DBasedObject, a new type of game object optimized for lightweight behavior by excluding collision-related features.[/p]
  • [p]Does not support wall collision or slope sliding[/p]
  • [p]Fully compatible with existing GameObject nodes[/p]
  • [p]Can be used simply by switching the object type[/p]
[p]This is ideal for objects that do not require complex physical interactions and helps improve performance.[/p][hr][/hr][h3]✅ Bullet Hell (Barrage Bullet) System Added[/h3]
  • [p]New execution action: FireBarrageBullet[/p]
  • [p]New condition: ContactWithBarrageBullet[/p]
  • [p]New sample project: BulletHellSample[/p]
[p]The Barrage Bullet system fires special-purpose bullets designed for extremely lightweight behavior.[/p]
  • [p]Can handle hundreds of bullets simultaneously[/p]
  • [p]Visual scripts cannot be assigned to barrage bullets[/p]
  • [p]Bullet behavior (movement, target, firing pattern, etc.) is fully configured in the firing action[/p]
  • [p]Attack power can be set, but damage calculation is not automatic[/p]
    • [p]Use contact conditions to handle damage manually[/p]
[p]This system is a bit unconventional, but allows for very dynamic and interesting bullet patterns.
Please refer to the sample project and RPG MAKER GUILD articles to explore its possibilities![/p][hr][/hr][h3]✅ FaceDirection Feature Added[/h3]
  • [p]New settings node: FaceDirectionSettings[/p]
  • [p]New execution action: ChangeFaceDirection[/p]
  • [p]Improved state face direction configuration[/p]
[p]ACTION GAME MAKER’s animation direction system is one of its unique features, allowing different animations based on facing direction.
However, until now, the facing direction was always tied to movement direction.[/p][p]With this update, by combining FaceDirectionSettings and actions, you can now:[/p]
  • [p]Face the input direction instead of movement[/p]
  • [p]Face a specific object or group[/p]
  • [p]Implement more flexible and expressive character behavior[/p]
[p]Detailed tutorials are available on RPG MAKER GUILD—be sure to check them out![/p][p][/p][h2]⚠️ Known Issues[/h2]
  • [p]We have identified an issue where some of the new features added in version 1.2.0 do not function correctly in HTML5 exports.
    This issue is currently under investigation and being fixed.
    Please wait for a future update.[/p]
[hr][/hr][h2]Other Updates[/h2]
  • [p]The GenerateObject action can now assign groups when creating objects.[/p]
  • [p]Updated translations.[/p]
  • [p]New GDScript Template Objects Added[/p]
    • [p]SimpleScoreItem
      A GDScript template that increases a specified project variable when the object appears and a node from a specific group (such as the player) approaches within a certain distance.[/p]
    • [p]SimpleCursor
      A simple GDScript template for a node that follows mouse movement.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where scene transition effects did not work correctly after resizing the window following game startup.[/p]