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]
[/h3]
Please refer to the sample project and RPG MAKER GUILD articles to explore its possibilities![/p][hr][/hr][h3]✅ FaceDirection Feature Added[/h3]
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]
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]New execution action: FireBarrageBullet[/p]
- [p]New condition: ContactWithBarrageBullet[/p]
- [p]New sample project: BulletHellSample[/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]
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]
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]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]
- [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]
- [p]SimpleScoreItem
- [p]Fixed an issue where scene transition effects did not work correctly after resizing the window following game startup.[/p]