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ACTION GAME MAKER News

ACTION GAME MAKER 1.1.13 Patch Notes

[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where the game could crash when multiple bullets hit an enemy simultaneously.[/p]
  • [p]Fixed an issue where “Invoke Script” did not work correctly in HTML5 exports.[/p]
  • [p]Fixed an issue in HTML5 exports where wall contact detection sometimes did not work correctly on the first trigger.[/p]
  • [p]Fixed an issue where the “Parent is not affected by attack area” property in ChildSettings did not function correctly.[/p]
  • [p]Fixed an issue where ChildSettings properties could not be modified using the “ChangeObjectProperty” action.[/p]
  • [p]Fixed an issue where connection point references were not resolved correctly during the first execution of “MoveObject” after a scene started.[/p]

Weekly AGMaker #007

[h2]Weekly AGMaker #007[/h2][p]■Greetings[/p][p]While it ranks among the most challenging in the MAKER series,[/p][p]the tool itself evolves alongside its growing users. By interacting with and understanding AGMaker, we promise further growth.[/p][p]We look forward to your continued support in 2026![/p][p]We post promotional content on the official Japanese X account.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]Producer Letter #17 has been released![/p][p]Lightweight objects are scheduled for implementation, offering a glimmer of hope for bullet hell game creation. Having grown alongside you all this year, ≪ACTION GAME MAKER≫ will continue developing into an even better game engine![/p][p]Of course, this is still at a basic implementation stage,[/p][p]so we'll eagerly accept your requests to refine it into a great system![/p][p][/p][p]From ≪Shirokishi≫[/p][p][/p][p]A sample using virtual pads/buttons has been released. Project data is also available for download, so you can use it to swap out graphics or incorporate elements. Explanations are provided by GUILD. Learn pseudo-vehicle movement and physics-based wall destruction mechanics. [/p][p][/p][h3] ●AGMaker Event●

Happy Holidays!
Santa's gift collection game is now complete! Playable in your browser.
https://gotchagotchagames.itch.io/santa-game-sampleagmaker[/h3][p] Controls: \[Z]\[X] or touch on mobile. [/p][p]※When using touch, aim for the center area.[/p][p][/p][p]Features I incorporated:[/p][p]・Multi-level scrolling[/p][p]・Player movement controlled via virtual buttons[/p][p]・Cool particles[/p][p]・Score bonus for collecting gifts of the same color[/p][p]・Meteor hit means game over![/p][p]I'm also distributing the project data, so I hope you can use it for your own game development.[/p][p][/p][h3]■Bonus Corner[/h3][p]This year, I'm aiming to exhibit at indie events and will give it my best shot![/p][p]My goal for this year is “Exhibiting at AGM”.[/p][p][/p][p]As a creator myself,[/p][p]I hope to move forward with users on the same level, at the same pace.[/p][p]Let's not be afraid of tools, but understand each other.[/p][p]ACTION GAME MAKER![/p]

Producer Letter #17 About the “Lightweight” Game Objects Currently in Dev

Producer Letter #17
About the “Lightweight” Game Objects Currently in Development
[p]Happy Holidays! This is Producer Morino again, with the last letter for 2025![/p][p]In this 17th Producer Letter, I would like to provide you with some information about the upcoming “lightweight” game objects that are currently under development.[/p][p][/p][h2]◆ The Need for “Lightweight” Game Objects[/h2][p]Currently, all game objects in ACTION GAME MAKER are created based on the CharacterBody2D node from the underlying Godot Engine.
This node performs real-time collision handling and pseudo-physics processing, enabling advanced behaviors such as velocity-based pushing against other objects or sliding along walls according to inertia.[/p][p]Because it offers so many capabilities and makes issues like passing through walls at extremely high speeds less likely, it is ideal for player characters and enemies in side-view experiences. However, it has the drawback of being relatively ‘heavy’ in terms of processing costs.[/p][p]As a result, when using these objects for things that are needed in higher numbers, such as shotgun bullets, items, UI elements, and other objects that do not require collision processing, this approach has proven to be overly expensive.[/p][p]To address this issue, we plan to implement two new types of game objects:[/p]
  • [p]A lightweight game object based on Area2D[/p]
  • [p]A FireBarrageBullet object that performs only the minimum required processing needed for bullets[/p]
[p][/p][h2]◆ Area2DGameObject Details[/h2][p]As stated above, this is a game object based on Area2D, one of Godot’s default node types.[/p][p]Area2D is the same node type used for hit areas and attack areas. Unlike CharacterBody2D, which is used by ACTION GAME MAKER’s existing game objects, it does not have a physical body. Instead, it functions like a sensor that detects when objects or other areas enter its region.[/p][p]Depending on how visual scripts are used, this can reduce processing load by approximately 20% to 40% compared to the existing game object type. However, there are some limitations.[/p][p][/p][h3]◯ Area2DGameObject Demerits[/h3]
  • [p]It cannot use Godot’s physics-based 2D collision system.[/p]
  • [p]Certain node and visual script properties that require collision do not function, specifically:[/p]
    • [p]“Slide on slopes”[/p]
    • [p]“Corner Correction” in MoveAndJumpSettings[/p]
  • [p]Certain visual script action settings that require collision do not function, specifically:[/p]
    • [p]“Bound”[/p]
    • [p]“Can’t Fall Off Ledges” in MovementTemplates[/p]
[p][/p][h3]◯ Area2DGameObject Merits[/h3]
  • [p]Other than the listed demerits, can access the same functions as the current GameObjects.[/p]
  • [p]Although Godot’s collision system cannot be used, contact with tiles and objects can still be detected. By creating visual script with conditions like “stop when touching a tile,” it is possible to simulate collision behavior.[/p]
  • [p]Existing GameObjects can be converted directly into the new Area2DGameObjects by using Change Type. The reverse is also possible.[/p]
[p][/p][h3]◯ Intended Usage: Area2DGameObject and GameObject[/h3][p]For characters that need some presence, such as players and enemies, we recommend continuing to use the existing full power GameObject.
However, for top-view characters that do not require complex collision behavior such as being pushed by moving objects, Area2DGameObject may work without issue.[/p][p]For items, bullets, UI objects, and other objects that do not require character-level collision, use of the new Area2DGameObject is strongly recommended.
But if you need blocks that can be ridden on or pushed, or bullets that need to bounce/reflect, the GameObject type should still be used.[/p][p]Give that in most games the doodads like collectibles are the most common game objects, and most of those can be changed from GameObject to Area2DGameObject, we expect that many games will see a noticeable reduction in processing load.[/p][p][/p][h2]◆ The FireBarrageBullet Function[/h2][p]Rather than being a new type of game object, this is a new visual script action that fires very simple bullets with extremely minimal processing.[/p][p]These new bullets cannot have a custom visual script assigned to them, but their behavior can be controlled to some extent through the visual script action that creates them.[/p][p]Here is a video showcasing the new system in action:[/p][p][/p][p]In this example, 30 bullets are fired simultaneously, repeated 20 times every 0.3 seconds, for a total of 600 bullets on screen.
Please note that since this system is still under development, the final performance at release may differ.[/p][p][/p][previewyoutube][/previewyoutube][h2]◯ Overview of the FireBarrageBullet Action[/h2][p]Movement patterns are created by combining the firing method with the bullet’s behavior after being fired.[/p]
  • [p]Firing Methods[/p]
    • [p]Omni-directional[/p]
    • [p]Rapid Fire[/p]
    • [p]Shotgun[/p]
  • [p]Bullet Behavior[/p]
    • [p]Straight[/p]
    • [p]Curve[/p]
    • [p]Direction Change[/p]
    • [p]Homing[/p]
    • [p]Division[/p]
[p]In the example video, the barrage uses the Omni-directional firing method with bullets spaced every 24 degrees. After firing, two types of Curved bullets are generated simultaneously: one curving by +0.3 degrees per step, and another curving by −0.3 degrees per step.[/p][h3]◯ Limitations of FireBarrageBullet[/h3][p]As mentioned earlier, visual scripts cannot be assigned, so fine-grained control is not possible.
And also unlike existing bullets, barrage bullets also cannot be edited directly by modifying a specific bullet node.[/p][p]As a result, it is not possible to attach particles to bullets or apply animations.
So while this system is extremely lightweight in performance terms, it comes with soime strong limitations.[/p][p][/p][h2]◆ Closing Remarks[/h2][p]Area2DGameObject and the barrage system (FireBarrageBullet) are currently under testing, and we plan to release them as Version 1.2.0 in the early part of the coming year.[/p][p]It has been six months since release, and we understand that there are still areas where we inconvenience our users. However, we remain committed to continue our updates the coming year, so please stay tuned![/p][p][/p][p]And that’s all for this letter. Happy New Year’s to you all, and we’ll chat again in the new year![/p]

Weekly AGMaker #006

[h2]Weekly AGMaker #006[/h2][p]■Greetings[/p][p]Only a few days left this year... just a few days!?[/p][p]I'm confident that AGMaker's first year is progressing steadily, if slowly.[/p][p]We're posting promotional content on Japan's official X.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]1.1.12 Patch Notes[/p][p]Improved debugging environment for easier object inspection[/p][p]Variables and state conditions can now be observed.[/p][p][/p][p]Non-unique copies (synced with original links) will be marked with a “chain” icon![/p][p]Colors will also sync, so use dedicated color schemes for better visibility.[/p][p][/p][p][/p][h2]●AGMaker Event●[/h2][p]Announcement on the 18th! Complete and release your game by the 24th!?[/p][p]※Images are in Japanese only[/p][p][/p][p]Of course AGMaker will participate in this seasonal event![/p][p]That said... designing the system, creating the art, and implementing it is quite a lot of work.[/p][p][/p][p]Create multiple scrolls[/p][p][/p][p]Implement virtual button support for player movement controls[/p][p][/p][p]Adding more particles. We're working hard to unveil it tomorrow![/p][h3]■Bonus Corner[/h3][p]This is the last update of the year.[/p][p]I'm thinking of trying AGMaker prayers at a shrine for the New Year.[/p][p]Bringing ideas to life.[/p][p]You can make games this quickly (planned)![/p][p]ACTION GAME MAKER![/p]

ACTION GAME MAKER 1.1.12 Patch Notes

[h2]Improvements[/h2]
  • [p]Added four new debugger object templates for displaying variables and switches on screen:
    VariableLabel, SwitchLabel, ProjectVariableLabel, and ProjectSwitchLabel.
    These can be added by selecting [c]debugger[/c] in the Create New Object template window.[/p]
  • [p]Added a chain icon to visually indicate non-unique links, conditions, and actions, making them easier to identify at a glance.[/p]
[h2]Changes[/h2]
  • [p]Changed the default value of the [c]hit_attack_area[/c] property in InvincibleData to Off.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where RandomDungeonSample could not be downloaded correctly.[/p]
  • [p]Fixed an issue where save slots could not be properly specified when using Copy Save Data actions.[/p]
  • [p]Fixed an issue where certain settings, such as game speed, were not saved during save/load operations.[/p]
  • [p]Fixed an issue where group assignment did not work correctly in tile effect overlap (Overlap) settings.[/p]