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ACTION GAME MAKER News

ACTION GAME MAKER 1.1.9 Patch Notes

[h2]Improvements[/h2]
  • [p]Added a new sample: “Advanced Sample: RandomDungeonSample”.[/p]
    • [p]This is an advanced sample that lets you try a random dungeon/map generation system.[/p]
  • [p]Updated some documentation.[/p]
  • [p]Updated some translations.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue (since 1.1.7) where damage processing could occur during object removal and cause a crash.[/p]
  • [p]Fixed an issue (since 1.1.7) where objects with multiple AttackArea / HitArea did not work correctly.[/p]
  • [p]Fixed an issue where MoveObject (relative-to-camera movement) did not work properly when camera drag was enabled and the camera movement range was restricted.[/p]
  • [p]Fixed an issue where non-save-target variables and switches were not being reset when loading.[/p]

Weekly AGMaker #002

[h2]Weekly AGMaker #002[/h2][p]■Greetings[/p][p]We're posting promotional content on Japan's official X. “Zou no Mori & Neko”[/p][p]This is a collection of useful tips for ACTION GAME MAKER[/p][h2]●AGMaker Tips●[/h2][p]1.[/p][p]Reintroducing just how amazing GUILD is[/p][p]The manual has been updated[/p][p]Besides the “CharacterBody2D” used in GameObjects, there seems to be a similar node. [/p][p]https://guild.rpgmakerofficial.com/t/topic/985[/p][p][/p][h2]Node Comparison Table[/h2]
[p]Node Name[/p]
[p]Collision Handling[/p]
[p]Mutual Collision[/p]
[p]Physics Handling[/p]
[p]Processing Load[/p]
[p]CharacterBody2D (GameObject)[/p]
[p]Yes[/p]
[p]Possible[/p]
[p]Pseudo-physics[/p]
[p]Medium to High[/p]
[p]StaticBody2D[/p]
[p]Yes[/p]
[p]Not possible[/p]
[p]None[/p]
[p]Low[/p]
[p]AnimatableBody2D[/p]
[p]Yes[/p]
[p]No[/p]
[p]None[/p]
[p]Low to Medium[/p]
[p]RigidBody2D[/p]
[p]Yes[/p]
[p]Yes[/p]
[p]Full Physics[/p]
[p]High[/p]
[p]Area2D[/p]
[p]No[/p]
[p]No[/p]
[p]None[/p]
[p]Low[/p]
[p][/p][p]For things like lifts, it seems best to create them using AnimatableBody2D.[/p][p][/p][p][/p][p][/p][p]2.[/p][p]Execution Action “Set Filter” Not working properly... In such cases, search for “GUILD”![/p][p][/p][p]https://guild.rpgmakerofficial.com/search?q=%E3%83%95%E3%82%A3%E3%83%AB%E3%82%BF%E3%83%BC%E5%8A%B9%E6%9E%9C[/p][p][/p][p]It seems enabling the “Use Parent Material” option activates it.[/p][p]Now you can apply any filter you want!? (Original Article)[/p][p]Search for words related to the part you're struggling with. If nothing comes up, try searching with English words![/p][p](Is there someone out there with the same problem? )[/p][p][/p][p]Let's make good use of GUILD—it's sure to be helpful and help you grow![/p][p][/p][p][/p][p]3.[/p][p]zo-nomori Progress Update[/p][p]While creating the side-scrolling action, I started thinking, “This feels kinda plain...”[/p][p]First, I'm making a version that maxes out the “thud-thud” impact to the limit.[/p][p]Air attacks fire projectiles that explode on impact and blow enemies away![/p][p][/p][p][/p][p]A faint image of a Dynasty Warriors-style game completion is starting to form![/p][p]Watching videos like this,[/p][p]it seems my own movements can be simple, but the more enemy reactions there are, the more exhilarating it becomes.[/p][p][/p][p]■Bonus Corner[/p][p]\[shiro-kishi] Info[/p][p]The procedurally generated dungeon from last week's article is building anticipation.[/p][p]I hear a playable sample should be ready soon![/p][p]AGMaker for indie game development[/p][p]Hope to keep pumping out fun videos![/p]

ACTION GAME MAKER 1.1.8 Patch Notes

[h2]Improvements[/h2]
  • [p]Added new condition: ContactWithBody[/p]
    • [p]This condition detects contact with any type of collidable target such as slopes, objects, and tiles.[/p]
    • [p]It does not support specifying tile groups or object groups as substitutes.[/p]
  • [p]Added a new raycast configuration property to all contact-related conditions:
    "Ray Source Inward Offset"[/p]
    • [p]This offsets the ray’s starting point inward from the edges to improve detection,
      especially for sloped surfaces with angled collision shapes.[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue introduced in 1.1.7 where ContactWithAttackArea and ContactWithHitArea were not functioning correctly.[/p]

Producer Letter #16 The New “Contact Detection” System

[p]Hello everyone, this is Producer Morino.[/p][p]With the release of Version 1.1.7, which we distributed earlier, we have implemented the overhaul of the “contact detection” system that we have previously announced. In this Producer Letter, I would like to explain the intention behind the change and its details.[/p][hr][/hr][p]◆ Issues with the “Contact Detection” System Prior to 1.1.6[/p][p]As explained in detail in Producer Letter #15, the previous “contact detection” system suffered from our insufficient understanding of Godot’s specifications and a lack of proper consideration regarding how the system should be used.[/p][p]For large collision shapes, very small collision shapes, rotated collision shapes, or collision shapes that move through animation, the previous system was not flexible enough to match Godot’s capabilities.[/p][p]As a result, unintended detections and failures to detect contact occurred, and we sincerely apologize for the inconvenience this caused.[/p][p]The new system has been redesigned to prevent these issues from occurring.[/p][hr][/hr][p]◆ Overview of the New “Contact Detection” System in 1.1.7 and Later[/p][p]The new contact detection system adopts a more standard method used in Godot game development.[/p][p]A rectangular detection-generation area is automatically generated based on the object’s wall detection size, and rays (normals) are continuously fired from each of the four sides.
By using RayCast, collisions within a specified distance are detected.[/p][p]If these rays collide with any collision shape within the designated distance, the system considers it as “contact.”[/p][hr][/hr][p]◆ About the “Detection-Generation” Area[/p][p]This detection-generation area is automatically created to cover all collision shapes. Even if the collision shape is a capsule or polygon, it will be represented as a rectangle.[/p][p]From the four sides of this rectangle, rays are emitted based on the “RayCast Settings” described next.[/p][p][/p][hr][/hr][p]◆ RayCast Settings[/p][p]RayCast settings allow you to configure the number of rays, their distance, offset, detection method, coordinate space, and more.[/p][p]Although the number of settings has increased, this allows the system to function correctly in all types of cases. Below is a simple explanation of each item.[/p][p]• Number of Rays[/p][p]Specifies the number of rays fired from each side.
For example, if an object with a width of 24 pixels is set to emit 3 rays, one ray will be fired every 12 pixels.[/p][p]The default is 3 rays, but very small objects may require only 2 rays, while extremely large objects with widths of several hundred pixels may need more rays for accurate detection.[/p][p][/p][p]• Ray Distance[/p][p]This defines the detection distance—how many pixels away contact should still be considered “touching.”
The default is 3 pixels, but extremely small objects may use a shorter distance, while larger objects may require a longer one.[/p][p]Fast-moving platforms (e.g., ones moving up and down rapidly) may also require longer distances.[/p][p]Note: even if an object is scaled to 50% or 200%, the ray distance remains constant.[/p][p][/p][p]• Offset[/p][p]As mentioned earlier, the detection-generation area is always rectangular regardless of the collision shape.
This setting allows you to offset the ray’s generation position inward to produce a more accurate detection.[/p][p]For example, if a 24-pixel object with 3 rays is set with an offset of 4 pixels, the rays will be positioned like in the following diagram.[/p][p]Note: The default offset is 0.01.
Setting this to 0 or smaller may cause penetration and false detection due to Godot’s specifications, so please be careful.[/p][p][/p][p]• Detection Method (DetectMethod)[/p][p]In the following situation, should it be considered “touching”?
Or should it be considered “not touching”?[/p][p][/p][p]The answer depends on the use case. For example, a normal tile may be considered touching, but for “a platform that moves only when the player is properly standing on it,” it might be preferable to consider it not touching.[/p][p]The detection method allows you to choose:[/p]
  • [p]All — only when all rays are touching[/p]
  • [p]Any — when any single ray is touching[/p]
[p]• Coordinate Space[/p][p]This is a more advanced setting.[/p][p]Consider the following situation: an upside-down object makes contact with a tile.
Should this be considered “top” contact?
Or “bottom” contact?[/p][p][/p][p]If all you need is a landing check, “bottom” might be correct.
If you want something like “the player gets stunned when landing head-first,” then “top” may be the correct answer.[/p][p]Because the correct interpretation changes depending on the use case, we provide several coordinate-space options.[/p][p]Since this can be a bit complicated, we will explain it using the following two diagrams:[/p][hr][/hr][h3]① A case where the entire object is rotated 45 degrees to the right.[/h3][p][/p][hr][/hr][h3]② A case where only the collision shape is tilted 90 degrees to the right.[/h3][p][/p][hr][/hr][p]Based on these two situations, the three available coordinate-space modes work as follows:[/p][hr][/hr][h3]1. Global (Evaluate in Global Coordinates)[/h3]
  • [p]Only the scene’s global direction is considered[/p]
  • [p]The rotation of the object or collision shape is completely ignored[/p]
  • [p]Therefore, in both ① and ②, the system considers the “bottom” side to be touching[/p]
[hr][/hr][h3]2. Local is Game Object (Evaluate in the Object’s Local Coordinates)[/h3]
  • [p]Considers only the rotation of the game object[/p]
  • [p]Ignores the rotation of the collision shape[/p]
  • [p]In , both the “right” and “bottom” sides are considered touching[/p]
  • [p]In , the “bottom” side is considered touching[/p]
[hr][/hr][h3]3. Local is Collision (Evaluate in the Collision Shape’s Local Coordinates)[/h3]
  • [p]Considers only the rotation of the collision shape[/p]
  • [p]Ignores the rotation of the overall game object[/p]
  • [p]In , the “right” and “bottom” sides are considered touching[/p]
  • [p]In , the “right” side is considered touching[/p][p][/p]
[p]Although coordinate space can be a complex concept, mastering it allows highly accurate detection in many scenarios.[/p][hr][/hr][p]◆ Closing Remarks[/p][p]With this update, all contact-related bugs reported through RPG Maker Guild, Discord, and other channels should now be resolved.
Thank you very much for your patience.[/p][p]The new contact detection system is compatible with projects created in 1.1.6 or earlier, so no reconfiguration should be necessary.[/p][p]In case of any issues, Version 1.1.6 is still available in the beta branch.[/p][p]If you encounter any other problems, please feel free to report them through RPG Maker Guild or Discord.[/p][p]Thank you for your continued support.[/p]

ACTION GAME MAKER 1.1.7 Patch Notes - Contact System Renewal

[h2]🔸 Major Update[/h2]
  • [p]The contact detection system has been renewed.[/p]
    • [p]Added raycast configuration options to the following conditions:[/p]
      • [p]ContactWithCollisionArea[/p]
      • [p]ContactWithTile[/p]
      • [p]ContactWithSlope[/p]
[p]➡️ For detailed information about the new contact system, please check the Producer’s Letter:
[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
[p]This renewal is fully compatible with existing projects.
However, version 1.1.6 will remain available as a beta branch for users who prefer the previous system.[/p]
[hr][/hr][h2]Improvements[/h2]
  • [p]Added a new template: Simple Moving Platform[/p]
    • [p]This sample uses the AnimatableBody2D node to demonstrate a moving platform.[/p]
    • [p]While written in GDScript, the AnimatableBody2D node supports snap (unlike GameObject), preventing characters from sinking or floating during vertical movement.[/p]