ACTION GAME MAKER 1.2.14 Patch Notes

New Features

  • Added a new sample game, 「METSUGOKUSMASH」.
    • This is a combo action game showcased at BitSummit 2026.
    • The right half of the screen features a fluid effect function created by Shirokishi, allowing you to enjoy spectacular action sequences.

Bug Fixes

  • Fixed an issue where a memory leak occurred during save/load operations.
  • Fixed an issue where the respawn position of child GameObjects depended on the parent node’s position.
  • Fixed an issue where certain distance settings in the basic configuration were tile-dependent, and unified the distance unit to pixel.
2 Likes

Regarding the issue where the respawn position of child GameObjects depends on the parent’s position: testing after the update still shows problems.

When a child object disappears, there is a chance it will not respawn, and even if it does, it no longer follows the parent’s actions.
Example: The parent node is a movement range, and the child node is an enemy object. Originally, the enemy was moving. However, after respawning, the enemy object no longer moves.

I have attached a test video:
recording_2026_06_09_14_05_35_139.zip (2.3 MB)

Regarding the memory leak issue that occurs when saving/loading

I tested it right after the update. After reading 30 times, the frame rate dropped to 36, which is the same as before the update. The leak issue still exists :sob:

Ok thanks for checking. I mean we did fix two different leaks, so that is still good!

After spending 5 hours of manually going through everything in the game_scene_1, I think I found the culprit. It is this option:

If CLOSE_TO_CAMERA, then FPS starts to drop on reload.
If ALWAYS, then FPS remains steady.

This definitely shouldn’t be happening. If you would like, you can test this on your end to verify the same thing. If you use a simple test scene make sure the objects your testing are outside of the camera:

I’ll get this report ASAP. Thanks for verifying if the fixed leak was the solve or not.

2 Likes

Thanks to Baz for the 5 hours of testing. Based on the clues you provided, I changed all the spawn conditions from CLOSE_TO_CAMERA to ALWAYS. After reading 70 times, the frame rate remained stable at 120. It seems that spawning when the camera is close is indeed the culprit.

It’s truly absurd that an option originally designed to save resources turned out to be the one leaking them. :rofl:
I hope the development team can prioritize and quickly fix this issue in an update! Thanks again to Baz for the hard work in testing.

1 Like

FINALLY, whoohoo!

Lol, it is indeed ironic. :rofl:

3 Likes