Similar to the scripting function of the original PGM
This has been talked about and it would be very useful. It’s not currently on the roadmap, but that doesn’t mean it won’t happen.
Here is the current roadmap for reference:
Addressing Performance Issues When Creating Objects
We’ve continued optimizing and updating the engine to address performance issues, but it’s still not in a perfect state.
In particular, we believe that the heaviness when creating objects cannot be fully resolved through optimization of the current structures alone.
To address this, we’re considering implementing a system commonly known as an object pool.
This involves generating objects in advance when a scene is loaded, keeping them invisible and disabled, and then activating them only when needed.
This is a common approach for solving performance issues during object creation, and we expect it to be quite effective.
Updating to Godot 4.6
The current version of ACTION GAME MAKER is based on Godot 4.4, but Godot itself was recently updated to 4.6.
We skipped the 4.5 update because it mainly focused on 3D features, but Godot 4.6 includes several useful additions for us, such as new default themes and unique node ID functionality.
Because of this, we targeting an update ACTION GAME MAKER to Godot 4.6.
Other Development Items
Since we still have some large-scale development work ahead, please bear with us a bit longer regarding the Linux and Mac versions.
I hope to have functionality similar to that of GDevelop code blocks, with richer trigger and execution conditions, fuzzy matching state machines through retrieval, and most importantly, simpler and easier-to-use UI features. I think the current UI construction is quite tedious.
