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ACTION GAME MAKER News

Producer Letter #10: Modules & Official Community

Hello, everyone! Producer Morino here again!
In this 10th producer letter, I'd like to talk about new features that will make visual scripting easier to use and provide some information about our plans for the user community. But first let me share some information for users of the previous tool, so please bear with me.

Changes to Common Actions

In our previous tool, Common Actions (actions that can be triggered from any state when conditions are met) were configured in a separate tab from the visual scripting, and only one action could be set for each Common Action. However, we’ve add a special state called "AnyState," to turn any action into a Common Action. Note that you can return to the preceding action with a dedicated return action.

Multiple actions can be connected to “Any State”, and those actions can connect into your normal logic, providing you with more freedom than ever before.

Module Function

This is a brand new function! With it, you are able to select part of a visual script and save it as a “Module” for repeated use. Modules can also be exported and imported.
This means that it is both easy to reuse specific functions and easy to share them between projects!
And of course, you can share these with other people, enabling improved shared development opportunities.

[h2]Using Modules[/h2]
Simply select the states (action boxes) you wish to include in the module, and select “Create Module” from the right-click menu! A popup window asking you to input a file name, creator’s name, description, and other information will appear.

Once you click “OK” the module gets saved to the Module List.

Modules can be added to any visual script simply by selecting it from the Module List and dragging it into the visual script panel. It will be added as a Group.

Modules only save the configured states and actions included in the visual script data, and other data, such as visual assets or animation data, is not included. However, as the saved information does include the file path to such data, it will be loaded automatically if that data exists at the saved file path in the local file system.
[h2]Why Modules?[/h2]
We’ve had a powerful and highly flexible visual scripting system since our previous tool released, but it does have a learning cost. The predecessor didn’t have a way of sharing just visual script, so you had to share sample projects or import whole Objects to get learning materials and then manually recreate those structures. It was inefficient both for learning and for power users needing to recreate stuff every time.
For the new ACTION GAME MAKER, we wanted to harness the power of Godot to make it to give users the luxury to share a scene, an object, a visual script state as needed.
And it is thanks to this Module function that we are able users to share visual script quickly and easily – even if it is just 1 single state.
We also hope that, because it is easier to share, our user community will be active in sharing interesting bits of script, provide more samples to help new users learn and study from, and build a sense of togetherness that was difficult with Pixel Game Maker MV.

The Community

On launch day we will also be launching an official Discord and official user forum!
The official forum will include a dedicated section for sharing Modules, and we’ve implemented a way to show forum posts directly from the ACTION GAME MAKER launcher.
Our hope is that by providing these places for getting official information and communicating with other users, it will help users to quickly and easily get the support they need to continue their game dev journey smoothly!
Event Notice: Tokyo Game Dungeon 8!

We’ll be at Tokyo Game Dungeon 8, the next installment of one of Japan’s most popular indie game events! It’ll be held on May 4th, in Hamamatsu-cho, Tokyo.
We’ll be allowing people to check out the latest version of the launcher and play a sample game.
I’ll be there in person, so please feel free to ask me questions if you stop by!
https://tokyogamedungeon.com/
And with that, we’ve come to the end of this producer’s letter! But I’ll be back again at the end of May with the next one. We’re just 2 months away from release, so we hope your excitement is building!

Producer Letter #9: Introduction to Bundled Resources and Beta Test Status

Hello everyone, this is ACTION GAME MAKER producer Morino again! Have you had a chance to check the sale price and early purchase discount that we announced the other day? https://store.steampowered.com/news/app/2987180/view/529841080810602499
In this ninth producer letter, I'd like to explain things in a little more detail.

What’s Included?

We announced $99.99 (USD) as the sales price, but I'd like to explain what is included with your purchase a bit more.
I'll explain it by dividing it into two parts: the main visual scripting and related functions, and the bundled resources such as images, music, and sample projects.

Visual Scripting & Related Functions

[h2]Visual Scripting[/h2]
First and foremost, the visual scripting function is not just visually depicting existing Godot functions and classes in a visual form.
As is typical for "Maker" products, it has been specially built with a design to make it accessible for people who are not programmers. To achieve this, many custom classes have been added, and we’re already over 200 classes now.
[h3]Unique Action/Link Conditions[/h3]
Approximately 100 types of executable Actions and Link conditions, redesigned from Pixel Game Maker MV, have been implemented specifically for ACTION GAME MAKER.

[h3]Custom Nodes[/h3]
Invincibility time, Connection Points, Bullet Settings, Parent-Child relationships, and dedicated variables/switches: there’s approximately 40 different customized nodes to control all the functionality offered by ACTION GAME MAKER. In addition, when the root node is one of our GameObject nodes you can use both ACTION GAME MAKER visual scripting and Godot native nodes simultaneously.

[h2]Related Functions[/h2]
Simply being able to use visual scripting isn't enough to make a game, so we've designed and implemented some new features that don't exist in native Godot to help our users. I’ll introduce the two largest of those features today.
[h3]Scene Transitions[/h3]
Using an interface derived from our visual scripting system, you’ll be able to link up and configure transitions between different game scenes.
For example, moving from a title screen to a stage selection screen to a specific stage just requires drawing links between the scenes and assigning the link conditions for the transition!

[h3]Database Functionality[/h3]
We provide a multi-functional database that is easily configured with elements such as a sound assets list, common variables/switches, and whatever other content you might need to access with our visual scripting system.

The key feature of ACTION GAME MAKER is that by combining the power of the visual scripting and these related functions anyone can create a game – from start to finish – without doing any programming at all.
Bundled Resources

As is appropriate for any Maker product, we are including enough content with your purchase that you can make a full game without any extra resources. Let me break down the list for everyone:
[h2]Audio Files (400+)[/h2]
  • Music: 46 Tracks (of which 28 are from Pixel Game Maker MV)
  • Audio Effects: 263 (of which 180 are from Pixel Game Maker MV)
  • Vocalizations: 105

[h2]2D Bone Rigging (9 Variants)[/h2]
  • Character Bone Rig: 2 (General & Beastman)
  • Regular Enemies Bone Rig: 5 Variants (Zombie, Skeleton, Wolf, Bat, Cannon)
  • Boss Bone Rigs: 2 Variants (Vampire, Dragon)


[h2]Character/Enemy Graphics (28)[/h2]
  • Character Sprite/Skin: 2 Variants (Male, Female)
  • Character Illustrations: 12 Variants (Male and Female, 6 facial expressions each)
  • Regular Enemy Sprite/Skin: 10 Variants (2 variants for each of the 5 enemies listed above)


[h2]Character & Enemy Animations (200+)[/h2]
  • Character Animations: 47 Male, 50 Female
  • Regular Enemy Animations: 14 Zombie, 31 Skeleton, 17 Wolf, 6 Bat, 7 Cannon
  • Boss Animations: 16 Vampire, 35 Dragon

[h2]Stage/Environment Assets[/h2]
  • Backgrounds: 5 Sets (Plains, Forest, Caves, Snowfield, Castle)
  • Auto-Tile Sets: 27 Variants
  • Object/Doodads: 300+ (including set dressings, weapons, items, etc.)
  • Effect Graphics: 62 variants

While the music and sound effects does include content previously released in Pixel Game Maker MV, this does ensure there’s more than enough to start game development right away. On top of this, it is of course acceptable to make modifications to the provided assets as you need and we are providing an asset sharing agreement to allow you to use our assets with other tools.

We are also working on multiple sample projects for learning ACTION GAME MAKER in addition to a web manual and a special users forum to make it easy for creators to interact with each other.

The price of $99.99 USD is by no means cheap, but we hope you will consider it reasonable after careful consideration of the value provided by the bundled content & functionality on offer.

Additional Language Support

Although previously announced, we would like to reiterate that ACTION GAME MAKER will support the following 6 languages at release in addition to Japanese, English, and Simplified Chinese:
  • Traditional Chinese
  • Korean
  • Russian
  • German
  • Brazilian Portuguese
  • Latin American Spanish

While we initially did not plan for this selection of languages, it is thanks to the large support from those communities via wishlisting that made it possible to do!

Due to the additional time and costs associated with translations we aren’t able to add them all, but we are still open to adding more based on the wishlist numbers. If you’d like to see another language added, please encourage people from that region to wishlist ACTION GAME MAKER.

Status of the Closed Beta Test

Let me end this letter by providing some information about how the closed beta test has been proceeding.
The testers have been hard at work, and many issues have been found and resolved. They’ve also created some interesting things already, and I’d like to share some of those creations with you!

[h2]Shiouhuamien’s 2.5D Plugin[/h2]
https://youtu.be/4U5uxnP1ex8?si=AtIGxVcGZZb1YJG0
This plugin allows the use of a 3D scene with ACTION GAME MAKER. Typically we hide access to the 3D functionality, but it isn’t removed. This means this is unsupported, use-at-your-own-risk activity, but tricks like this are definitely possible!
[h2]Steam Achievement Guide from korytoombs[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3428532670
There’s already an add-on for Godot to enable Steam achievements. It takes a little bit of programming to enable, but this confirms that it is indeed possible to get Steam achievements working with ACTION GAME MAKER games!

ACTION GAME MAKER’s design intentionally retains the use of various Godot functions so that we can both utilize Godot's functions and add-ons in addition to our customized functionality.

However, we must strongly emphasize that these are Godot functions and not ACTION GAME MAKER's functions, so they are not covered by our warranty.

That’s all for this letter! I’ll see you again next month, when we’ll be just 3 month away from release! Thank you for your continued support!

Price Announcement & Early Purchase Discount! Plus 6 More Languages!

Official Price Announcement!

The price of ACTION GAME MAKER has been set at $99.99 USD for the USA.

Early Purchase Discounts!

[h2]10% Off Launch Sale[/h2]
To celebrate the release of ACTION GAME MAKER, a 10% discount will be available for two weeks starting from June 16 (Mon) PDT.

[h2]Exclusive Early Purchase Bundle for "Pixel Game Maker MV" Owners![/h2]
A Complete Bundle featuring ACTION GAME MAKER and its predecessor, Pixel Game Maker MV, will be available!
This bundle offers a 10% discount, which can be combined with the 10% launch discount, allowing Pixel Game Maker MV owners to purchase at a 19% discount!
This bundle is exclusive to early purchasers and may be discontinued without notice after the launch sale ends.

More Language Support!

In addition to the previously announced Japanese, English, and Simplified Chinese, we are happy to announced that the following six languages will be supported as well:
  • Traditional Chinese
  • Korean
  • Russian
  • German
  • Brazilian Portuguese
  • Latin American Spanish

These languages have been added due to the high number of wishlist registrations from users in these regions, despite not initially supporting these languages.

[h2]Regional Prices (Equivalent to Steam's Recommended Prices):[/h2]
  • British Pound (GBP): £83.99
  • Euro (EUR): €97.50
  • Russian Ruble (RUB): руб.3,200
  • Brazilian Real (BRL): R$269.99
  • Indonesian Rupiah (IDR): Rp751,999
  • Malaysian Ringgit (MYR): RM221.00
  • Philippine Peso (PHP): P2,800.00
  • Singapore Dollar (SGD): S$85.00
  • Thai Baht (THB): ฿1,799.00
  • Vietnamese Dong (VND): ₫1,170,000
  • South Korean Won (KRW): ₩105,000
  • Ukrainian Hryvnia (UAH): ₴1,875
  • Mexican Peso (MXN): Mex$1,029.99
  • Canadian Dollar (CAD): CDN$129.99
  • Australian Dollar (AUD): A$145.95
  • New Zealand Dollar (NZD): NZ$142.99
  • Norwegian Krone (NOK): kr1,119.00
  • Polish Zloty (PLN): zł462.99
  • Swiss Franc (CHF): CHF110.99
  • Chinese Yuan (CNY): ¥336.00
  • Indian Rupee (INR): ₹4,000
  • Chilean Peso (CLP): CLP$47,500
  • Peruvian Sol (PEN): S/.193.00
  • Colombian Peso (COP): COL$214,000
  • South African Rand (ZAR): R829.00
  • Hong Kong Dollar (HKD): HK$598.00
  • Taiwan Dollar (TWD): NT$1,500
  • Saudi Riyal (SAR): SR187.95
  • UAE Dirham (AED): AED260.00
  • Israeli New Shekel (ILS): ₪374.95
  • Kazakhstani Tenge (KZT): ₸23,500
  • Kuwaiti Dinar (KWD): KD16.00
  • Qatari Riyal (QAR): QR204.99
  • Costa Rican Colón (CRC): ₡39,900
  • Uruguayan Peso (UYU): $U2,850
  • CIS(USD): $45.99
  • SASIA(USD): $31.99
  • LATAM(USD): $45.99
  • MENA(USD): $45.99


With just three months until the release of ACTION GAME MAKER, we appreciate your patience and look forward to sharing this exciting tool with you soon!

Producer Letter #8: Current Development Status & Closed Beta Test

Hello everyone! ACTION GAME MAKER producer Morino here!

We hope you’ve all been enjoying the RPG Maker Festival 2025 event and our recent announcement! We’re super excited to be bringing ACTION GAME MAKER to you this June 16 (PDT)!

So even though we’ve had several of these letters so far, we think it’s important to take this opportunity to shed some more light on our current development status.

[h2]Development Status[/h2]
Currently, we are nearing function complete.
The missing functions are primarily around some options, additional actions for save/load operations, database control, and game build functions. Pretty much the rest is there, and it’s all about polishing things up into their final status.
Of course, function complete doesn’t mean those implemented functions are ready for release! We’ve still got plenty of verification and debug testing before we can say things are done.

Let’s look at some screens to give you a better understanding!
First up is the main Scene view, where you’ll make your level maps and place Objects.

This main view is primarily a Godot screen.
We understand that there’s a lot of information to place in front of users and that it takes time to get used to it. But generally speaking there’s a lot less window/function switching now, so it should be a lot more efficient to use than Pixel Game Maker MV.
The left panel is the Scene panel, and it gives quick access to Objects and the layer structure.
The bottom left panel is the file browser for quick access to resources/assets you have added to your project.
The right hand panel is the Inspector, that provides access to detailed settings for whatever scene, Object, or other item selected from the Scene panel.
Let’s move on to the Object screen next.

The UI doesn’t change much, as it uses the same basic layout as the Scene menu.
The important information for Objects, as well as their settings, are contained within Godot’s Node structures. As examples, the CollisionShap2D node contains collision information (wall detection), and the BaseSettings node contains the basic Action Game Maker-provided settings.

You can differentiate Godot’s nodes from ACTION GAME MAKER nodes by looking at the icon color. ACTION GAME MAKER nodes are all colored blue and orange!
The visual scripting systen primarily relies on these custom nodes, and they contain the many of the same information and settings as was provided by Pixel Game Maker MV.

Let us remind you that you will have full access to Godot’s 2D nodes, such as Light2D for lights and Label for displaying textures. Through this combination of Nodes, Objects can be highly customized to provide whatever your game needs.

Next let’s take a look at the visual scripting interface!

Again, you can see that the base UI doesn’t change much compared to the other screens.
The rectangles you see are the action boxes, and the lines are the conditions that control movement between the action boxes.
Each action box contains a list of actions that will processed when that box is accessed. These actions are assigned using a special inspector window similar to RPG Maker’s event command system. Connecting the boxes with link conditions will create your program flow.
Please note that flow is now strictly left to right, and the free form structure of Pixel Game Maker MV is no longer possible. While some people might feel strongly about this, we hope you will understand that this tradeoff comes with many new improvements and that you will agree that it is a much improved system in total.

Here are some of the improvements that this new system has enabled over Pixel Game Maker MV:
[h3]You can now drag to select multiple boxes and move them as a group.[/h3]

[h3]It is now possible to copy and paste all selected boxes.[/h3]

These are just a few examples of a how we are improving the visual scripting to be easier than ever to work with!
The current intended flow for producing a game in ACTION GAME MAKER is
  1. Create the Objects needed.
  2. Implement the logic for your Object using the visual scripting system.
  3. Place the Object into a Scene.

...and repeat as needed!

That generally covers where we are with ACTION GAME MAKER’s development status, so let me give you some information about the closed beta test.
[h2]Beta Test - It starts today![/h2]
It’s a bit sudden, but from today (February 13), a few select creators have been given access to ACTION GAME MAKER in order to participate in a closed beta test.

Currently, only a very small number of creators have been invited to participate. This is due to the fact that documentation is incomplete at this time, and we are only able to provide support for a handful of users at this time. We will consider expanding the test program to more users if things progress well. We selected the current testers fully internally using criteria we do not plan to share publicly, so your understanding on this matter is appreciated.

The goals of this test are to gather data for the improvement of ACTION GAME MAKER, fix bugs, and hopefully have testers become evangelists!

Testers will generally be able to post about ACTION GAME MAKER on social media, Discord, Youtube, or other platforms, including sharing of the beta UI.

We hope that these testers will be able to provide more details about ACTION GAME MAKER than we are able to provide in these Producer Letters!

However, we do ask that you act as follows when talking to the testers:
  1. That they are being asked to test software that is still under active development and is not complete. Many things could change between now and the release date.
  2. The testers are all volunteers who have agreed to help make ACTION GAME MAKER a better experience. Please do not harass them for information they do not posses or do not have access to. Be nice to them and let’s keep the communication pleasant!

We appreciate your cooperation with these points.

And that’s all for this letter.
The next letter will be in March.
We are looking forward to seeing you again next month!

Release date is set for June 16, 2025! & PV #2 is released!

[h2]The release date for ACTION GAME MAKER has been set for Monday, June 16![/h2]
And a new PV with scenes actually created using ACTION GAME MAKER has been released!
[previewyoutube][/previewyoutube]
Only 4 months left until the release, and we will continue to release further information on the ACTION GAME MAKER Steam News.
Let's add to your wish list!