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ACTION GAME MAKER News

ACTION GAME MAKER 1.1.3a HotFix

[h2]Bug Fixes[/h2]
  • [p]Fixed a bug introduced in version 1.1.3 where the “SwitchVariableChange” condition would visually display the variable as “PlayerCount” when a project variable was assigned.[/p]
[h2]New Features[/h2]
  • [p]Added Audio Bus Assignment functionality.[/p]
    • [p]Added default audio buses: SE, BGM, and VOICE.
      These bus names cannot be changed.[/p]
    • [p]Added a new Audio Bus column to the Sound Database for bus assignment.[/p]

ACTION GAME MAKER 1.1.3 Patch Notes

[h2]Improvements[/h2]
  • [p]Added a new sample project: “LadderSample” (Ladder Example).[/p]
  • [p]Objects not belonging to the Player group can now be controlled with a controller if their Controllable flag is enabled.[/p]
  • [p]Added two new signals related to scene transitions:[/p]
    • [p]game_scene_about_to_change(current: Object)[/p]
      • [p]Triggered just before a scene transition, notifying the name of the current scene.[/p]
    • [p]game_scene_changed(current: Object)[/p]
      • [p]Triggered right after a scene transition, notifying the name of the new scene.[/p]
  • [p]Added a new method related to scene transitions:[/p]
    • [p]get_current_game_scene()[/p]
      • [p]Returns the gamescene node of the scene. [/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where GenerateObject’s “Match display direction” option did not work correctly since version 1.1.0.[/p]
  • [p]Fixed an issue where the SwitchVariableChange condition could prevent variable updates in specific cases.[/p]
  • [p]Fixed a bug where collisions with AnimatableBody2D could fail under certain conditions.[/p]
  • [p]Fixed an issue where ApplyToInstance did not function properly with certain instancing methods.[/p]
  • [p]Fixed a crash that occurred when LockObject attempted to reference a non-existent variable or switch on the target.[/p]
  • [p]Fixed a crash that occurred when renaming a deleted state while it was still focused.[/p]

ACTION GAME MAKER v1.1.2 Patch Notes

[h2]Improvements[/h2]
  • [p]Added new execution actions: "Invoke Script" and "Script Condition Evaluator".
    These allow you to call methods from GDScript attached to child nodes of a GameObject node, and use them as actions or conditions. Currently, only methods without arguments are supported.[/p]
  • [p]Added a new template object: StateDebugger.
    You can create it by selecting [c]debugger[/c] in the new game object creation wizard. When placed in a scene and assigned to a GameObject, it displays the current and previous states on the screen. [/p]
  • [p]Changed default behavior so that Link "Input Conditions" and State "Action Settings" are expanded by default.[/p][p][/p]
[hr][/hr][h2]Bug Fixes[/h2]
  • [p]Fixed an issue where objects generated outside the screen would not function until the camera approached, even if the condition was set to ALWAYS.[/p]
  • [p]Fixed a crash during test play when using connection points with DisplayText execution action (since 1.1.1).[/p]
  • [p]Fixed a bug where damage timing and visual script evaluation timing were misaligned (since 1.1.0).[/p]
  • [p]Fixed crashes when returning to the project list or reloading a project after long runtime.[/p]
  • [p]Fixed an issue where AnyState links always took priority over normal links, regardless of priority settings.[/p]
    • [p]Note: if priorities are equal, AnyState links will still be prioritized.[/p]
  • [p]Updated some translations.[/p]

Producer Letter #15 – First Reflections on Version 1.1.0 and Future Dev Plans

[p]Hello everyone, this is producer Morino again! I hope you are enjoying the change in seasons now.
With the end of our summer, we’ve been able to release version 1.1.0, which had the first big change to the Visual Script UI and updated the engine to Godot 4.4.1.[/p][p]
In this Producer Letter, I’d like to look back at what we’ve accomplished and share our upcoming development plans.[/p][p][/p][h2]Looking Back on Version 1.1.0[/h2][h3]Visual Script UI Renewal[/h3][p]
Due to all the feedback from the community, we were finally able to implement the ability to freely create links in any direction, just as done in Pixel Game Maker MV, instead of being restricted to left-to-right scripting flow.
Advanced users will notice that some features, such as holding the SHIFT key to force straighten lines, are not yet implemented, and we still think there are many areas (such as the Inspector interface) that can be improved. We will continue refining these systems in future updates.[/p][p][/p][h3]Upgrade to Godot 4.4.1[/h3][p]
This engine update brings many enhancements, but perhaps the most significant is the addition of UID support, which now makes it possible to track scenes used in Visual Script. This should also make it easier to organize a project.
We had hoped to also track things like variables and database values, but UID support did not resolve this issue. UIDs are only generated for externally output files, and cannot be applied to internal values such as variables or database data.
We do want to support this in the future, but it will require large-scale changes and thus more time. So it must wait for a future update.[/p][p]Additionally, Godot 4.5 stable launched just before this update released. We plan to upgrade to 4.5 as well, but that will come later – after the development plans outlined below.[/p][h2][/h2][h2]Development Plans[/h2][p]As of this release, 2 of the 5 development goals we announced back in Letter #12 have been completed, and 3 remain:[/p]
  • [p]Release of the Linux editor / support for Linux export[/p]
  • [p]Implementation of executable actions/conditions in GDScript[/p]
  • [p]Creation of a lightweight object dedicated to bullets[/p]
[p]Based on our progress so far, we’ve decided to revise and expand the near term roadmap. Our updated plans are as follows:[/p]
  1. [p]Overhaul of the collision detection system[/p]
  2. [p]Creation of lightweight objects that can be used for any purpose (not just bullets)[/p]
  3. [p]Implementation of executable actions/conditions in GDScript[/p]
  4. [p]Release of the Linux editor / support for Linux export[/p]
[p]Let me provide some additional information about these changes and additions below.[/p][p][/p][h2]Overhaul of the Collision Detection System[/h2][p]As reported in Producer Letter #14, we’ve decided to overhaul the detection system to resolve some root issues.[/p][p][/p][h3]Background[/h3][p]
In ACTION GAME MAKER, a rectangular detection area is automatically generated based on the size of the wall collision box. Rays (normals) are cast from this area to check for contact. While this is a common design, several issues have with our implementation have arisen:[/p]
  • [p]False triggers when “clipping” into geometry
    Due to Godot’s physics, moving characters sometimes momentarily clip slightly into walls or the ground. Since each tile in a tilemap has its own collision, rays fired from certain angles may touch a neighboring tile, triggering a false contact. This causes problems such as contact suddenly activating when walking, or landing on a wall when jumping toward it.[/p]
[p][/p]
  • [p]Slopes and Tile Gaps[/p][p]Because detection is rectangular, on slopes the character may only touch tiles at a corner. Furthermore, Godot tiles have invisible gaps between them, through which rays can pass. Combined, this leads to situations where the character visually appears to be on a slope but the program is not registering any collision.[/p]
[p][/p][p]We tried adjusting ray origins, timing, and size to address this, but it ultimately proved unworkable.
Collision sizes vary greatly by game—from tiny 1x1px to extreme 1000x2px—plus resizing, rotation, or even complex shapes (like banana-shaped hitboxes). To handle this diversity, we concluded that a full redesign is necessary.[/p][p][/p][h3]Redesign Approach[/h3][p]
We will move away from simple auto-generation. Instead, we’ll allow more parameters to be configured:[/p]
  • [p]Number of rays[/p]
  • [p]Their spawn positions[/p]
  • [p]Whether detection requires all rays to hit or just one[/p]
[p]This will give you the ability to tune detection for your specific game and fundamentally resolve the current problems.[/p][p][/p][h2]Multi-Purpose Lightweight Objects[/h2][p]We’ll introduce a new game object based on Godot’s Area2D.
Originally planned just for use in creating large numbers of bullets, we now intend to provide it as a general-purpose object for cases where physical collision is unnecessary.[/p][p]Object Details:[/p]
  • [p]They will not support physics-driven behaviors, such as running along tiles or sliding down slopes.[/p]
  • [p]Action Game Maker pre-defined actions that rely on physics, like Bound (MovementTemplates), will not function with this object type.[/p]
  • [p]However, all other Visual Script behaviors should function as expected.[/p]
[p]We cannot stress this enough: since it cannot physically collide, it’s not suited for player characters.
It is intended for and should be useful for bullets, items, destructible objects, and other similar doodads and elements.
While it won’t collide physically, it can still detect contact and overlap with tiles or other objects. So, for example, stopping movement on contact is possible.[/p][p][/p][h2]Closing Words[/h2][p]We know some areas are still not fixed to the level that some people would like to see, and we sincerely apologize for the inconvenience for this.
But I hope we have earned your trust that we are working to not just resolve known issues but also to add in features that users want to see! We are still hard at work, and hope you will continue to be with us as we work to bring you an even better tool.[/p][p]That’s all for today’s Producer Letter.
See you in a month!
[/p]

ACTION GAME MAKER v1.1.1 Patch Notes

[h3]🔧 Important Changes[/h3]
  • [p]The default value for "Revive Condition" in BaseSettings has been changed to “None”.[/p]
    • [p]If your project previously used “Scene Changed”, it will now default to “None” and must be manually reset if needed.[/p]
[p]Reason for this change:
The default was previously "Scene Changed", which unintentionally caused certain objects (like dynamically generated bullets or effects) to be revived in scenes where they were no longer needed.
To prevent this issue, the default is now set to "None". We apologize for the inconvenience caused by this change.[/p]
[hr][/hr][h3]✨ Improvements[/h3]
  • [p]Added a button to insert an empty action/condition array into execution and condition arrays.[/p]
[hr][/hr][h3]🐞 Bug Fixes[/h3]
  • [p]Fixed a bug where states with the “Moment Pressed” input condition could trigger repeatedly when linked.[/p]
  • [p]Fixed an error where non-scene-saved GameObjects present in a scene caused console errors.[/p]
  • [p]Fixed an issue where objects moved using “Move Object” could not be stopped by “Movement Template” stop commands.[/p]
  • [p]Fixed an issue where the "Enable When Camera Approaches" setting was not working as expected.[/p]
  • [p]Fixed a crash that could occur when generating child objects containing the “Display Text” action.[/p]
  • [p]Fixed an issue where database changes were not reflected in-game under certain conditions.[/p]