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ACTION GAME MAKER News

Weekly AGMaker #010

[h2]Weekly AGMaker #010[/h2][p]■Greetings[/p][p]The bone animation boom is here for a while... but I'm “Zo-nomori,” who also loves dot animation![/p][p]I'm posting promotional content on the official Japanese X account.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]■1.1.15 Patch Notes
[dynamiclink][/dynamiclink][/p][p]☆ Revised the attack/hit detection system[/p][p][/p][h3]This update seems to have fixed the rendering to match the intended appearance.



■Bone Animation Update

Ahead of GUILD's release,
we've published a working sample on itch.io.
https://gotchagotchagames.itch.io/elf-boy-sample

[/h3][p]Move with left/right keys, jump with Z key. That's it! [/p][p] (Press F5 to reset if you fall off-screen) [/p][p] It looks cute when moving, but parts priority and other details still need fine-tuning. [/p][p]Then, before we knew it, on GUILD [/p][p] https://guild.rpgmakerofficial.com/t/topic/1125[/p][p][/p][p]Learn this tutorial and get ready to create your own original character!
※Princess doing a dropkick[/p][p][/p][h2]■Bonus Corner[/h2][p]The bone animation for the side view is ready. Now, what about the top view? I started by creating the image...[/p][p][/p][p]■Summary[/p][p]ACTION GAME MAKER: A tool for exploring new possibilities and forging the future.[/p][p]Stay tuned for next time![/p][p][/p]

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]
  • [p][/p]
  • [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]
[h3]Notes / Possible Impact[/h3][p]These changes may affect some existing projects:[/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]
[h3]Known Issue (Under Investigation)[/h3]
  • [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]
[h2]Bug Fixes[/h2]
  • [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]

Weekly AGMaker #009

[h2]週刊AGMaker #009[/h2][p][/p][h3]■Greetings[/h3][p]Last week, I announced “Bone Anime” with great enthusiasm.[/p][p]Well, how far along is it now?[/p][p]We're promoting it with posts on the official Japanese X account.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]■1.1.14 Patch Notes[/p][p]Hiding these behind bug fixes would be a waste—we have major news![/p][p][/p][p]Yes, it's the ≪Link Straightening Feature≫ that shines in the Akutsuku MV too![/p][p]This will definitely help tidy up those tangled link spaghetti messes![/p][p][/p][h3]■Bone Animation[/h3][p]While intricate pixel art with lots of animations is great,[/p][p]I also dream of smooth, highly flexible 【Bone Animation】![/p][p]To give you a quick overview...[/p][p]Create textures and...[/p][p][/p][p]Register Polygon2D to the Polgon node[/p][p][/p][p]Place a Bone2D node on top of an image in the Skeleton2D node[/p][p][/p][p]【AnimationPlayer】Node Create Keyframe Pose[/p][p][/p][p]Sorry for the heavy GIF, but I'm ready to go![/p][p][/p][p]We're currently compiling information and preparing for release on GUILD, so stay tuned![/p][p][/p][h2]From ≪Shirokishi≫[/h2][p]Shirox owner is back with another technical presentation![/p][p]The “Image Segmentation” sample is now available on GUILD.[/p][p][/p][p]https://guild.rpgmakerofficial.com/t/topic/1115[/p][p]https://guild.rpgmakerofficial.com/t/topic/1116[/p][p][/p][p]While aimed at advanced GODOT users, we also distribute sample projects.[/p][p][/p][h3]■Bonus Corner[/h3][p]My thoughts after finishing the basics of bone animation:[/p][p]① Getting started is tough[/p][p]② Setting up bones is tough[/p][p]③ Animating the finished puppet is fun![/p][p]I'll create articles sharing techniques to help you overcome those early hurdles.[/p][p][/p][h3]■Summary[/h3][p]Even if you think it's tough, we'll cheer you on as you take on the challenge.[/p][p]That's ACTION GAME MAKER.[/p][p][/p]

ACTION GAME MAKER 1.1.14 Patch Notes

[h2]New Feature[/h2]
  • [p]Added a new feature to the Visual Script editor:
    When moving link lines, holding the Shift key will constrain the line, allowing you to draw straight connections.[/p][p][/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where objects were not properly removed when closing a menu scene, which could result in a crash.[/p]
  • [p]Fixed an issue where executing “ScreenShake” repeatedly before the previous shake finished could cause the camera position to become offset.[/p]
  • [p]Fixed an issue where, when expanding a collapsed group, links to copied states were not connected correctly.[/p]

Weekly AGMaker #008

[h2]Weekly AGMaker #008[/h2][p]■Greetings[/p][p]Japan is being hit by a sudden cold snap![/p][p]But we'll still show you our fiery AGMaker spirit![/p][p]We're posting promotional content on Japan's official X account.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]■How to Set Up Anime Tiles[/p][h2][/h2][p]Anime tiles currently available on GUILD (Japanese only for now).[/p][p]The water effects are nice, but this hand-drawn animation is also great![/p][p]Multilingual articles are in preparation, so please wait a little longer.[/p][p][/p][p]I absolutely love seeing cool magic circles spinning around![/p][p][/p][p]The project and free magic circle materials are now available in the GUILD article.[/p][p]Feel free to try them out, customize them, and make use of them.
[/p][p]The fine parts rotate with a time delay![/p][p][/p][p][/p][h3]From Shirokishi[/h3][p]Shirokishi generously shares technical know-how, and this time[/p][p]has released a sample of “Wrapping Tentacles” on GUILD.[/p][p][/p][p]But the image is huge, isn't it...[/p][p]It seems to be using a feature called PathRibbonMesh2D.[/p][p]We've prepared everything from the sample project to the assets, so if you're interested, check it out now.[/p][p][/p][p]■Bonus Corner[/p][p]This is a project where I finally decided to tackle bone animation—something I'd been putting off for so long.[/p][p]This is truly my first time, and I find myself wishing I could create anime like the protagonists in sample games.[/p][p]First, I prepared a simple image to calm my nerves.[/p][p][/p][p]■Summary[/p][p]Once you take that first step, you'll see the light.[/p][p]That's ACTION GAME MAKER.[/p]