1. ACTION GAME MAKER
  2. News

ACTION GAME MAKER News

ACTION GAME MAKER v1.0.17 Patch Notes

[h3]Improvements[/h3]
  • [p]Added support for global position specification in the Generate Object (GenerateObject) action.[/p]
  • [p]The X/Y offset values in the Generate Object action can now be set individually using either direct input or variable references.[/p]
  • [p]In the Database, hovering the mouse now displays the full content as a tooltip.[/p]
  • [p]The default value for Auto Zoom in the ZoomCamera node is now disabled by default.[/p]
  • [p]Added a new option “Paste as Unique” to the right-click menu in the Action/Condition editor.[/p]
  • [p]The “Object Distance and Facing” (ObjectDistanceAndFacing) condition now lets you choose from:[/p]
    • [p]Nearest Object[/p]
    • [p]Farthest Object[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed an issue where custom fonts unintentionally affected UI fonts in AGMaker-specific elements.[/p]
  • [p]Fixed a bug where the maximum value of ImageGauge/SimpleGauge would become zero if not specified via a variable.[/p]
  • [p]Fixed a bug where distance-based conditions for attack detection would sometimes not trigger when stationary.[/p]
  • [p]Fixed a bug where the TileMap paint tool could not paint objects into the object group layer.[/p]
  • [p]Updated several translations.[/p]

Producer Letter #13: In-Progress - Godot 4.4.1 and Visual Script Improvements

[p]Hello everyone![/p][p]Producer Morino here again with the latest Action Game Maker news.
In this 13th edition of the Producer Letter, I’d like to share what we’ve done since release and share details about the upcoming update to Godot 4.4.1.[/p][p][/p][h2]◆ What We’ve Done Since Release[/h2][p]Action Game Maker has now reached version 1.0.16, with 16 updates delivered in the month and a half since the demo released.[/p][p]
Major highlights include:[/p]
  • [p]Support for GD Extensions via a new versioning method introduced in 1.0.7[/p]
  • [p]A revamped Action/Condition Settings Panel in 1.0.12[/p]
  • [p]Support for Android export in 1.0.13[/p]
  • [p]Deprecation of ObjectRoot in 1.0.14[/p]
[p]In total, around 150 improvements and bug fixes have been implemented so far.[/p][p]Additionally, we’ve published 24 new manual entries and 4 video tutorials.
This is a great improvement, but we recognize that the current volume of tutorials and documentation is still insufficient. We are also aware of features that feel inferior or harder to use compared to the previous software. We will continue to improve in these areas moving forward.[/p][p]Now, let me introduce two major update items that the development team is currently focusing on.[/p][p][/p][h2]◆ Updating to Godot 4.4.1[/h2][p]We are now working on moving from Godot 4.3 to 4.4.1.
With this update, Action Game Maker will benefit from a variety of features introduced in Godot 4.4, including editor optimizations and test play within the editor window.[/p][p]You can find the official Godot 4.4 release announcement (English only) here:
👉 [/p][p]https://godotengine.org/releases/4.4/[/p][p](There may also be local news coverage in other languages.)[/p][p]In line with this update, we are planning the following features:[/p]
  • [p]Switching Visual Script scene references from string-based paths to UIDs
    Godot 4.4 introduces the UID system, which enables stable referencing of resources.
    Currently, Visual Script references scenes/objects by file paths (strings), which can break if users move files. UID-based referencing has the potential to solve this issue. However, this feature may require additional tweaking—we ask for your understanding as we continue improving things.[/p]
[h2]◆ Improvements to the Visual Script[/h2][p]Currently, the Visual Script in Action Game Maker implements left-to-right directional links only.
However, we’ve received many requests from users asking for a free-form multi-directional connection system, similar to what we used in the previous tool.[/p][p][/p][p]Due to this popular demand, we are now aiming to implement a system that allows connections in any direction.[/p][p]We believe Visual Script is one of the core features of AGM, but we also acknowledge that it still has many areas we can improve. We will continue to enhance it and look forward to the continued feedback about it.[/p][p][/p][h2]◆ In Closing[/h2][p]That’s all for this month’s Producer Letter.
Since the release of the demo, we’ve received a wide variety of feedback—both positive and critical.[/p][p]We understand that the positive feedback reflects your hopes and expectations for future updates.
At the same time, I sincerely regret the inconvenience caused by the issues pointed out by the negative feedback, many of which stem from areas where we have yet to deliver sufficiently.[/p][p]As mentioned in the previous letter, we have a clear design philosophy for this product. While we may not be able to accommodate every request that deviates from this this philosophy, we remain committed to maximizing the strengths and addressing the weaknesses of the software to the best of our ability.[/p][p]Lastly, I want to express my sincere appreciation for all the bug reports and improvement suggestions shared via RPG Maker Guild, Discord, and other channels.
Although we know there are still some rough edges, it is thanks to your continued support that we have come so far so quickly. We cannot thank you enough for sticking with us as we continue to improve.[/p][p]Thank you again.[/p]

ACTION GAME MAKER v1.0.16 Patch Notes

[h3]Bug Fixes[/h3]
  • [p]Fixed a bug where the "Change Property" action could not toggle ON/OFF for object switches.[/p]
  • [p]Fixed an issue where SightRange would not function unless placed directly under a GameObject.[/p]
  • [p]Fixed several issues related to the "Reset Game" (ResetGame) action:[/p]
    • [p]Disappeared objects could sometimes reappear unexpectedly.[/p]
    • [p]Scene transition effects might be shown unintentionally.[/p]
    • [p]The player character could persist after reset.[/p]
    • [p]Objects that should be auto-generated at startup might fail to appear.[/p]

[Starts July 26] ‘ACTION GAME MAKER’ One-Week Sale – 10% Off!

[p]Dear users,[/p][p]
Thank you as always for your continued support.
This is the development team of ACTION GAME MAKER.[/p][p]From July 26, 2025, to August 1, 2025, we're holding a one-week 10% off sale on ACTION GAME MAKER and its DLCs on Steam![/p][p]Why not make this summer the perfect time to create your own game?[/p]

ACTION GAME MAKER v1.0.15 Patch Notes

[h3]⭐ System Update[/h3][p]The internal handling of Attack / Hit Detection and Damage Judgment has been revised for improved accuracy and consistency.[/p][hr][/hr][h3]Improvements[/h3]
  • [p]Added a confirmation dialog when deleting database columns or records.[/p]
  • [p]The "Change Property" action now allows assigning database switches when targeting "self switches".[/p]
  • [p]AfterImage now supports AnimatedSprite2D.[/p]
  • [p]Refined the menus for Other Execution Actions and Other Conditions for better organization.[/p]
  • [p]Template movement now reverses direction upon collision with wall hitboxes.[/p]
  • [p]The Reset key and Fullscreen toggle key now also work in exported games.
    → Settings are now located under:
    Project Settings > General > Application > Run.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed an issue where damage was not properly detected when an attack hit while moving.[/p]
  • [p]Fixed a bug where damage detection failed if the hitbox was already in contact before the attack started.[/p]
  • [p]Fixed an issue where AttackArea/HitArea contact conditions didn’t work unless directly under a GameObject.[/p]
  • [p]Fixed a bug where rapid state switching could prevent proper attack detection.[/p]
  • [p]Fixed a bug causing the error:
    GodotPhysicsServer2D::body_test_motion: Parameter "body->get_space()" is null.[/p]
  • [p]Fixed a crash when deleting GameObjects via GDScript.[/p]
  • [p]Fixed a bug where switches with default ON state were incorrectly turned OFF by the "Reset Property" action.[/p]
  • [p]Fixed an issue where sprite flipping was visually delayed for a moment after object generation.[/p]
  • [p]The "Restrict Movement Area" action now functions properly even when margin is set to 0.[/p]
  • [p]Fixed an issue where timers using project variables would vary in duration depending on monitor refresh rate.[/p]