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ACTION GAME MAKER News

ACTION GAME MAKER v1.0.14 Patch Notes

[h3]⭐ Major Updates[/h3]
  • [p]Parallax2D node now replaces ObjectRoot functionality
    The ObjectRoot node previously handled layer functionality such as bullet/object generation, portal destinations, layer movement, visibility toggling, etc. These responsibilities have now been migrated to Parallax2D nodes.[/p]
    • [p]The ObjectRoot node is still usable but may be removed in a future version.[/p]
    • [p]A new node ObjectMountTarget has been added.
      It functions similarly to CameraTarget and allows you to specify the generation layer via MountID.
      By default, generated objects (e.g. bullets) will still appear on the same layer as the firing object.[/p]
  • [p]Invincibility settings enhancement (BaseSettings / InvincibleSettings)[/p]
    • [p]You can now disable specific hit collisions during invincibility.[/p]
    • [p]When enabled, those specified collisions will be disabled and “hit” transition conditions will not trigger.[/p]
    • [p]If left unspecified, behavior remains as in versions prior to 1.0.12.[/p]
  • [p]Save file encryption added[/p]
    • [p]New options under Project Settings > Application > Save and Load allow enabling encryption and setting a key.[/p]
    • [p]Encryption is enabled by default, but to maintain compatibility with previous versions' save files, you may disable this feature.[/p]
[hr][/hr][h3]Improvements[/h3]
  • [p]Added an option in Editor Settings > Editor > VisualScript to disable the Visual Script minimap.[/p]
  • [p]Adjusted jump now works across multiple checked states.[/p]
  • [p]The "Change Texture" action now allows selecting specific root image nodes to avoid changing all child textures.[/p]
  • [p]Added a new sample project: “Perfect Dodge Boss Battle”,
    featuring a boss battle, perfect dodging mechanics, HP bar animations, and more.[/p]
  • [p]Removed ObjectRoot from the tutorial project to reflect the new standard.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed an issue where rapid lock/unlock toggling failed.[/p]
    [p]⚠ Lock/unlock checks happen once per frame, so ON→OFF→ON in a single state without any wait may not trigger the OFF state.[/p]
  • [p]Fixed a bug allowing default variable names to be edited (now locked to prevent dependency errors).[/p]
  • [p]Fixed an issue where read-only variables (e.g., taken_damage) could not be used as sources.[/p]
  • [p]Fixed an issue where timers without a stop count did not drop into negative values as expected.[/p]
  • [p]Improved precision in the condition “Switch/Variable has changed” by factoring in floating-point equality tolerance.[/p]
  • [p]Fixed a bug where instanced portals were not being detected.[/p]
  • [p]Fixed an issue where flipped connection points were not reflected during “Move Object” operations.[/p]
  • [p]Fixed a bug where variable changes inside AnimationPlayer were not applied correctly.[/p]
  • [p]Fixed issues where camera zoom did not function correctly under some conditions.[/p]
  • [p]Fixed an issue in the “Baz Menu Sample” where portals did not work properly.[/p]
  • [p]Updated various translations.[/p]

Early Purchase Bonus Available Until Tuesday, July 22!

[p]We would like to inform you that the free distribution of the early purchase bonus DLC, "Maker All-Stars Skin Pack", currently being offered to all purchasers, will end on Tuesday, July 22.[/p][p]After July 22, the purchasable package will change from
"ACTION GAME MAKER - Early Purchase Edition" (with bonus)
to the standard "ACTION GAME MAKER" package.[/p][p]Please note:[/p]
  • [p]There will be no change in the sales price.[/p]
  • [p]The "Maker All-Stars Skin Pack" will be sold separately as a paid DLC for USD $7.99.[/p]
[p]Don't miss your chance to grab the bonus while it's still available![/p]

ACTION GAME MAKER is exhibiting at BitSummit the 13th from today!

[p]From July 18 to 20, we are exhibiting ACTION GAME MAKER at BitSummit the 13th, an event held in Kyoto.
[/p][p]https://bitsummit.org/[/p][p]
You can try a challenge to defeat a giant boss with a perfect dodge!
If you visit the event, be sure to stop by our booth.[/p][p]Our booth number is 3F IP1-28.[/p][p][/p]

ACTION GAME MAKER v1.0.13 Patch Notes

[h3]⭐ Major Updates[/h3]
  • [p]Android export support has been implemented.
    → Note: You will need to create your own touch-based UI for smartphone use.
    → We plan to provide dedicated mobile samples and tutorials in the future.[/p][p]For detail: https://guild.rpgmakerofficial.com/t/topic/573[/p][p][/p]
  • [p]Invincibility behavior has been updated:[/p]
    • [p]While invincible, hit collision is disabled, and hit-based transition conditions will no longer be triggered.[/p]
    • [p]A future update will allow toggling hit collision during invincibility via a property.[/p]
  • [p]The API singleton name has been changed from GameManager to AGMakerManager.
    → This change avoids name conflicts with other plugins or extensions.
    → If you're currently using the API, you will need to update your scripts accordingly.[/p]
[hr][/hr][h3]Improvements[/h3]
  • [p]When using the Editable Children option for instantiated GameObjects, you can now individually change their variables and switches.[/p]
  • [p]A new “Savable” option has been added to GameObject nodes.
    → If disabled, the object will be excluded from save actions.[/p]
  • [p]Added new signals on_saved and on_loaded for detecting save/load events.[/p]
  • [p]The AND/OR toggle in condition settings has been changed to a button-style UI.[/p]
  • [p]An error message is now shown if a portal destination is not a child of ObjectRoot.[/p]
  • [p]The API method get_value now displays an error message when referencing nonexistent variables or switches.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed a bug where waterfall logic may not behave correctly after scene transitions.[/p]
  • [p]Fixed an issue where scene initialization still ran even when only project variables/switches were loaded.[/p]
  • [p]Fixed a bug where deceleration did not apply properly when reversing direction during acceleration.[/p]
  • [p]Fixed an issue where the target of a portal transition action was reset upon project restart.[/p]
  • [p]Fixed file integrity issues that occurred in certain states within .godot files.[/p]
  • [p]Fixed a bug where the condition “Another object is facing a certain direction” could not be copied and pasted correctly.[/p]
  • [p]Fixed a bug where group name changes were not reflected in tile effect object groups.[/p]
  • [p]Fixed incorrect button settings in the tutorial project’s Idle → Jump transition.[/p]
  • [p]Corrected several translations.[/p]

ACTION GAME MAKER v1.0.12 Patch Notes

[h3]Improvements[/h3]
  • [p]Refreshed the execution action / condition setting panel:[/p]
    • [p]Expanded the visible area.[/p]
    • [p]ignore, reverse, and/or toggles can now be changed using dedicated icons.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed a critical issue introduced in v1.0.11 where bullet and object generation actions did not work properly.[/p]
  • [p]Fixed an issue where the main scene could not be changed in project settings.[/p]
    [p]⚠️ Note: Changing the main scene from core.tscn may disable certain ACTION GAME MAKER-specific features.[/p]
  • [p]Fixed a bug where a black screen briefly appeared during scene transitions when stretch mode was set to canvas_item.[/p]
  • [p]Updated several translations.[/p]