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ACTION GAME MAKER News

Weekly AGMaker #005

[h2]Weekly AGMaker #005[/h2][p]■Greetings[/p][p]We've reached the point where only half a month remains this year![/p][p]I'd like to create at least one sample project...[/p][p]We're posting promotional content on Japan's official X.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]1.1.11 Update[/p][p]New property “Transition to Same State” added to links from AnyState[/p][p]We fixed it, but the original specification also had good points, so you can now choose either option.[/p][p]Virtual button support![/p][p]You can now experience running your own games on smartphones and other devices.[/p][p]Check out the ≪Sample Operation≫ to see it in action.[/p][p][/p][p]The main HTML methods are explained on YOUTUBE.[/p][p]Virtual button explanations are on GUILD![/p][h2]●AGMaker Tips●[/h2][p]1. By the way, where are AGMaker's assets located?[/p][p]That's right, the default assets are all here![/p][p]① Load the sample project ≪Platformer Tutorial≫[/p][p]② Find the folder (default location: Documents\\ActionGameMaker)[/p][p]③ Search for *.png files Use them for system ideas or other creative purposes![/p][p][/p][p] [/p][h2]★For Code Experts★[/h2][p]Shirox's technical disclosure has been uploaded to GUILD.[/p][p]Audio Bus Setup Script[/p][p]Virtual Pad Explanation[/p][p]If anything catches your eye, go check it out.[/p][p]■Bonus Corner[/p][p]I'm feeling the urge to create some kind of mini-game for Christmas.[/p][p]Stay tuned for a simple ≪something≫ you can play with touch![/p][p][/p][p]A future-oriented creation tool that answers your passion for game development[/p][p]Whether you can code or not (like me), you can do it![/p][p]That's right—with ACTION GAME MAKER![/p]

ACTION GAME MAKER 1.1.11 Patch Notes

ACTION GAME MAKER 1.1.11 Patch Notes
[h2]Improvements[/h2]
  • [p]Added a new property to AnyState links: “Can Transition to Self.”
    In versions prior to 1.1.6, once a state was transitioned to from AnyState,
    the AnyState conditions would not trigger again, preventing re-transition.
    However, in 1.1.7 and later, AnyState conditions could trigger repeatedly,
    enabling re-transition into the same state.
    Although this was unintended, the new behavior also provided useful applications,
    so a new property has been introduced to allow users to choose between the old and new behavior.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where loading under specific conditions could break the scene tree structure.[/p]
  • [p]Fixed an issue where saving/loading while an enemy was in a “removed” (despawned) state could cause a crash.[/p]

Weekly AGMaker #004

[h2]Weekly AGMaker #004[/h2][p]■Greetings[/p][p]It's getting colder now.[/p][p]We're posting promotional content on Japan's official X.[/p][p][/p][p][/p][h2]●AGMaker News●[/h2][p]Version 1.1.10 Update[/p][p]Conditions for wall collision detection have been expanded,[/p][p]and an issue where text for certain actions became invisible for some users has been resolved.[/p][p][/p][p][/p][h2]●AGMaker Tips●[/h2][p]1. How do you handle spaghetti code?[/p][p]Starting from the Start action to the basic actions was fine,[/p][p]but links keep growing with each added branch...[/p][p]To motivate yourself to tidy up, I recommend color-coding them from the start.[/p][p][/p][p]・Place links where their direction is clear[/p][p]・Use state size to indicate importance[/p][p]・Shortcuts are convenient, but overuse makes links hard to follow visually, so plan carefully[/p][p][/p][p]2. Enemies want to collide, but I want to pass through them... yet I want to try various things![/p][p]This seems best explained by looking at the X post[/p][p]The ≪Layer≫ for where you belong[/p][p]The ≪Mask≫ for where you interfere[/p][p]You can adjust various things with this combination.[/p][p][/p][p][/p][p]2. I want to sneak images A through Z into the file system and arrange them haphazardly! (Is it just me?)[/p][p]If you want to see it in a video, check it out here.[/p][p][/p][p]Introduced as a sticker feature, it lets you pop and place lively images.[/p][p]We're giving away free fonts here at GUILD![/p][p][/p][p]How about a clean, uncomplicated font like this?[/p][p]2. Infinite scrolling made easy!?[/p][p][/p][p]To continuously scroll the background during falls or movement[/p][p]DistantView (Far View)[/p][p]MiddleView (Mid View)[/p][p]NearView (Near View) can be adjusted (additional views can also be added)[/p][p]The DistantView with a small Scroll Scale moves slowly.[/p][p]You can also automatically scroll the background, making the visual effects look really cool![/p][p][/p][p]■Bonus Corner[/p][p]Shirokishi Info[/p][p]For advanced users (those who understand code), shader testing seems to be underway.[/p][p]Work is also progressing to enable touch-compatible controls![/p][p]Just seeing characters move is fun—it feels like it might run on smartphones soon!?[/p][p]That's ACTION GAME MAKER.[/p]

ACTION GAME MAKER 1.1.10 Patch Notes

[h2]Improvements[/h2][p]★ Added several new configuration options to contact-related conditions.[/p]
  • [p]You can now set the logical condition for wall contact directions to AND / OR.
    The previous behavior was OR by default. With AND, transitions can be triggered only when multiple directions (e.g., right and down) are contacted simultaneously.[/p]
  • [p]Raycasts now support Collision Mask settings.
    In addition to object groups, you can control detection using collision layers and collision masks.[/p]
  • [p]Contact targets can now be detected not only via Body collision (as before), but also via Area2D collision.
    This allows transitions when touching an Area2D node with a CollisionShape2D.
    Combined with collision masks, you can create invisible trigger areas independent of tiles.[/p]
  • [p]Updated some translations.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue (since 1.1.7) where ContactWithHitArea did not work correctly.[/p]
  • [p]Fixed a potential crash when locking objects that have multiple AttackArea2D nodes.[/p]
  • [p]Fixed an issue where state names in the visual script were not displayed when EditorUIScale was not set to 100% in certain environments.[/p]

Weekly AGMaker #003

[p][/p][h2]Weekly AGMaker #003[/h2][p]■Greetings[/p][p]We post promotional content on Japan's official X.[/p][p]“zo-nomori& Neko” – game creators who can't write code[/p][p]And “Shirokishi” – supporting advanced creators who are moving forward[/p][p]We bring you this content with this team![/p][p][/p][h2]●AGMaker News●[/h2][p]Shirokishi's[/p][p]RANDOM DUNGEON GENERATOR has been released.[/p][p]https://gotchagotchagames.itch.io/agmaker-dungeon-generator[/p][p][/p][p][/p][p]You can play using browser keyboard controls even without AGMaker![/p][p]It's included in the updated AGMaker sample game[/p][p]and explained in GUILD (for those familiar with code).[/p][p][/p][h2]●AGMaker Tips●[/h2][p]1. How to apply filters?[/p][p]Original article: Here[/p][p]When performing the “Set Filter” action,[/p][p]check the “Use Parent Material” option to enable it![/p][p] [/p][p]2. Not just CharacterBody2D![/p][p]Last time, I explained the different Body types, and I actually tested them out in lifts and such
(video is here).[/p][p][/p][p]I want to be able to choose objects suited to their purpose![/p][p][/p][p]3. Aiming for a refreshing video, packed with effects[/p][p]I want to show the hit stop, but... GIF animations are heavy, huh? Watch the video here![/p][p][/p][p]Experiments with timer-based combo gauges (Beautiful video article)[/p][p][/p][p][/p][p]■Bonus Corner[/p][p]Here's a helpful example[/p][p]When I got stuck, I broke things down into elements and searched for specific terms.[/p][p]Searching within GUILD for terms like ≪HP gauge≫ or ≪custom font≫ helped me find questions and information.[/p][p]Of course, if you can't find it, go ahead and post it as the first question![/p][p]For someone like me who can't write code, this is a dream tool that lets me make games right here![/p][p]That's ACTION GAME MAKER![/p][p]See you next time! [/p]