ACTION GAME MAKER 1.1.15 Patch Notes
[h2]⚠️ Important Update[/h2][p]★ The attack / hit detection system has been revised.[/p]
- [p]Attack detection now works correctly even when the attack shape is non-rectangular or rotated.[/p]
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- [p]Removed the 1px margin that existed in hit detection, aligning the visual script evaluation timing with the damage calculation timing.[/p]
- [p]Contact direction detection has been redesigned to use global coordinates relative to the target, instead of surface-based contact direction.[/p]
- [p]If you were using non-rectangular attack shapes (e.g. circles or polygons) for bullets, the contact timing may differ from versions prior to 1.1.14.[/p]
- [p]If wall collision and hit detection had exactly the same size, contact was previously possible due to the margin, but may no longer occur.[/p]
- [p]As up/down/left/right contact detection for attack areas is now more precise, behavior may differ from 1.1.14 and earlier.[/p]
- [p]We have received reports of an issue related to attack / hit detection where
damage is applied when attacking enemies that are moving away,
but conditions triggered by hit detection do not activate.
This issue is currently under investigation and being worked on.[/p]
- [p]Fixed a crash that occurred when executing a Load action while no save data exists.[/p]
- [p]Fixed an issue where the initial state animation did not play correctly when loading save data.[/p]
- [p]Fixed an issue where objects configured to inherit direction did not apply their direction on the first frame (0F) after being generated.[/p]
- [p]Fixed an issue where the destination position could become offset when using “MoveObject”.[/p]
- [p]Fixed an issue where contact direction detection could be affected by the object’s facing direction.[/p]
- [p]Fixed an issue where the “2DSpriteCharacterBase” template was incorrectly assigned to the Player group on creation.[/p]
- [p]Fixed an issue where connection point references did not work correctly in “PushPullObject” actions.[/p]