ACTION GAME MAKER 1.3.2 Patch Notes

ACTION GAME MAKER 1.3.2 Patch Notes

:sparkles: New Features

We have implemented two highly requested features related to damage.

:collision: Damage Display System

  • Added a new node DamageDisplaySettings.

This feature automatically displays damage dealt through the ACTION GAME MAKER damage calculation system around the object.

You can configure the following settings:

  • Display animation

  • Label

  • Text color

  • Critical hit display

  • Display color per attribute

Please refer to the manual for more details.


:crossed_swords: Custom Damage Formula System

  • Added as a new feature to the execution action 「Attack Settings (AttackSettings)」.

You can now freely customize the damage formulas used by ACTION GAME MAKER.

Example:

a.attack * b.attribute_damage_rate * b.base_damage_rate - b.def / 2
  • a: Attacker

  • b: Defender

You can create free-form damage formulas similar to those in the RPG Maker series by utilizing variables for each object.

Please refer to the manual for more details.


:artist_palette: UI / UX Improvements

  • Redesigned the UI for Link Input Conditions.

    • Similar to execution actions, settings are now configured in a dedicated window.

    • Registered input conditions are now displayed briefly in the inspector.


:hammer_and_wrench: Bug Fixes

  • Fixed a bug where the 3D Background feature could not sync with the 2D camera after scene transitions or loading.

  • Fixed a crash that occurred when an object without InvincibleSettings was attacked and DisableCollisionData’s “Disable Hit Collision” was not set.

  • Fixed a bug where the “On Screen” check in BulletSettings was significantly offset when offsets were enabled.

  • Fixed a bug where the scale value was not applied correctly when repeatedly reviving objects.

  • Fixed object revival so that if the original parent node exists, the object is revived under that parent node.

6 Likes