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Producer Letter #14 – Dev Status Update and Issues with Wall Collision Detection

[p]Hello everyone, Producer Morino again! I’ve got more news about ACTION GAME MAKER for you today!
In this 14th Producer Letter, I’d like to share an update on the progress we’ve made since the 13th letter, as well as explain the issues related to wall collision detection that have been occurring since version 1.0.18.[/p][p][/p][h2]Status Update Since Producer Letter #13[/h2][p]In the previous letter, I mentioned two key points:[/p]
  1. [p]Planned update to Godot 4.4.1[/p]
  2. [p]Returning to the free-style visual scripting link system, based on the Pixel Game Maker MV style.[/p]
[p]Development on both of these is progressing smoothly, and barring any major problems, we expect to deliver the update sometime in September. Thank you for your patience while we prepare these major updates![/p][p][/p][h2]Issues with Wall Collision Detection Since Version 1.0.18[/h2][p]We sincerely apologize for the instability of wall collision detection behavior that has occurred since version 1.0.18. I would like to report on the cause and our current response. The root issue is a bug that occurred as a result of a major revision to the collision detection system.[/p][p][/p][h3]Why was it necessary to revise the collision detection system?[/h3][p]In Godot, side-view CharacterBody2D collisions are usually determined by methods such as on_floor (ground contact), on_ceiling (ceiling contact), and on_wall (wall contact).
However, because ACTION GAME MAKER also supports top-view games and requires directional collision detection in the visual script FSM, we designed a customized collision detection system.[/p][p]After release, two major issues became apparent in the system used before version 1.0.17:[/p]
  1. [p]In side view, the gap between slope tiles was incorrectly detected as midair.[/p]
  2. [p]After climbing to the top of a slope tile in side view, the state was also incorrectly detected as midair.[/p]
[p]To address these issues, we had to revise our collision detection system. Unfortunately, this led to some unexpected bugs. We apologize for the inconvenience this has caused to our users. We are continuing to work on fixes with the goal of ensuring accurate collision detection without impacting performance. If you encounter any issues related to these collision detection system changes, we would greatly appreciate your contacting support immediately.[/p][p][/p][p]Until Next Time![/p][p]...and that concludes this Producer Letter. As we are working on the big updates in parallel with bug fixes, there may be some cases where fixes do not make it in immediately. However, please rest assured that all bug reports submitted via the RPG MAKER GUILD forums, Discord, and other official channels are properly ticketed and relayed to the development team. We are addressing them one by one, step by step.[/p][p]We apologize for the continued inconvenience, but we thank you for your ongoing support of our endeavors![/p]

ACTION GAME MAKER v1.0.21 Patch Notes

[h3]✨ Improvements[/h3]
  • [p]Portal Node Entry/Exit Settings Reverted
    The portal node entry/exit settings have been reverted to the format used prior to v1.0.18.
    Reason for the Change:[/p]
    • [p]In versions before v1.0.18, when transitioning from Portal A → Portal B, the entry animation was configured on Portal A, and the exit animation on Portal B.[/p]
    • [p]In v1.0.18, both entry and exit animations were set on Portal A for consistency with the previous product, but this caused issues when a single Portal A transitioned to multiple destinations (e.g., Portal B or C) with different exit animations.[/p]
    • [p]Since ACTION GAME MAKER now allows controlling multiple portal transitions via scripts, we have reverted to the older, more flexible approach.[/p]
  • [p]Improved Collision Support for Non-GameObject Nodes
    Nodes such as AnimatableBody2D, StaticBody2D, and RigidBody2D can now properly handle ceiling and one-way collision detection.[/p]
    • [p]The MoveAndJumpSettings option "Stop rising when touching wall collision" now works on these nodes.[/p]
    • [p]One-way collisions for these nodes will no longer trigger downward contacts when passing through.[/p]
[hr][/hr][h3]🛠 Bug Fixes[/h3]
  • [p]Fixed: Small wall-collision objects could incorrectly trigger downward contact detection.[/p]
  • [p]Fixed: Audio volume was halved after scene transitions.[/p]
  • [p]Fixed: VisibleDirection behavior issues introduced in v1.0.19.[/p]
  • [p]Fixed: In the DisplayText action, text set to display at the "center of a locked object" would not display properly on the second attempt or later.[/p]
  • [p]Fixed: Actions beyond 20 items could not be edited properly.[/p]
  • [p]Fixed: Locking an object while it's moving via template movement could cause crashes.[/p]
  • [p]Fixed: Visual Script memory leak issues.[/p]
  • [p]Fixed: Several translation inconsistencies.[/p]

ACTION GAME MAKER v1.0.20 Patch Notes

[h3]🛠 Bug Fixes[/h3]
  • [p]Fixed: Collision detection issue when an object's four corners touched wall areas, introduced in v1.0.18.[/p]
  • [p]Fixed: In the "Move Object" action, the option to align the facing direction with the movement direction was not functioning.[/p]
  • [p]Fixed: After v1.0.19, editing a state name would unnecessarily append a "(1)" suffix even if there was no duplicate name.[/p]

ACTION GAME MAKER v1.0.19 Patch Notes

[h3]⚠️ Known Issue[/h3]
  • [p]Since v1.0.18, collision detection when object corners touch walls may behave incorrectly.
    A fix is currently in progress.
    → For affected users, version 1.0.17 is available via the Steam Beta Branch.[/p]
[hr][/hr][h3]Improvements[/h3]
  • [p]In the Scene Transition screen, copy-pasted links now default to “Paste as Unique”.[/p]
  • [p]The Change Animation Resource action can now modify AnimatedSprite2D textures.[/p]
  • [p]When multiple Wall or Hit areas are present, all colliders now trigger properly.[/p]
  • [p]get_value now returns non-null values for controller_id, player_id, and taken_damage.[/p]
  • [p]The add row/column buttons in the user database UI were moved from the bottom to the top-left.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed: Mouse_Position_X/Y project variables were not functioning.[/p]
  • [p]Fixed: Incorrect camera region behavior when camera drag option was enabled.[/p]
  • [p]Fixed: In the MoveObject action, Connectors were not shown correctly when selecting target objects.[/p]
  • [p]Fixed: Global AudioStreamPlayers were incorrectly stopped during scene transitions.[/p]
  • [p]Fixed: Some database column names did not display correctly.[/p]
  • [p]Fixed: Fullscreen shortcut key did not honor initial_position_type settings.[/p]
  • [p]Fixed: During scene transition, a momentary screen resize could occur if window size settings differed.[/p]
  • [p]Fixed: Console version display became incorrect after test play.[/p]
  • [p]Fixed: Incompatible behavior when using both “Apply to Instances” and “Editable Children”.[/p]
  • [p]Fixed: Objects might become duplicated when restored.[/p]
  • [p]Fixed: Crashes when ChangeAngleSetting was used without a camera in the scene.[/p]
  • [p]Fixed: When copying/pasting multiple states including shortcuts, shortcut links could break.[/p]
    • [p]Note: This issue will no longer occur, but existing broken shortcuts will require manual correction.[/p]

ACTION GAME MAKER v1.0.18 Patch Notes

[h3]Improvements[/h3]
  • [p]New Condition: Compare Speed (CompareSpeed)[/p]
    • [p]Enables conditional branching based on an object’s current speed (regardless of X/Y direction) compared with a variable or constant.[/p]
  • [p]Default variable/switch descriptions are now localized.[/p]
    • [p]Note: Variables or switches already created in a non-English language environment won’t be retroactively translated.[/p]
  • [p]Added support for link copy/paste via shortcuts on the scene transition screen.[/p]
  • [p]Changed portal entry/exit settings to match PGMMV style, where both are configured on the source portal.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed a bug where standing on the border of slope tiles would incorrectly trigger an airborne state.[/p]
  • [p]Fixed a bug where standing on the peak of a slope tile would cause an airborne state.[/p]
  • [p]Fixed unreliable collision detection when wall edges are just barely touching.[/p]
  • [p]Fixed a crash when trying to open plugin.cfg in external editor mode.[/p]
  • [p]Fixed a bug where Afterimage settings would not appear when disabled.[/p]
  • [p]Fixed an issue where afterimages appeared at the origin when disabled.[/p]
  • [p]Fixed a crash when calling queue_free on a GameObject via GDScript.[/p]
  • [p]Fixed a bug where VariableData resource IDs changed upon restart.[/p]
  • [p]Fixed a bug where custom fonts unintentionally affected AGMaker-specific UI elements.[/p]
  • [p]Fixed an issue where object locking only worked at the beginning of a state.[/p]
  • [p]Fixed a bug where only integers could be used for movement duration in template-based random movement.[/p]
  • [p]Fixed a bug where AnimationPlayer on editable child nodes sometimes failed to batch load.[/p]
  • [p]Fixed a crash on some environments when too many particles were generated via bullet firing.[/p]
  • [p]Fixed a bug where user database Image fields couldn’t be modified via the Change Property action.[/p]
  • [p]Fixed a bug where “Apply to Instances” did not function correctly in exported projects.[/p]