New Issue: AGM cannot lock general variable types, only variables specific to a single object; PGM (Pixel Game Maker MV) allows locking and modifying variables by referencing their entry names.
//
[Tool Issue] Variable Locking Limitation in AGM vs PGM MV
AGM limitation:
Can only lock variables specific to a single object, not generic variable types.
PGM (Pixel Game Maker MV) capability:
Can lock and modify variables globally by referencing their entry names, regardless of the object.
//
[Tool Issue] Variable Locking Limitation in AGM vs PGM MV
AGM (ACT Game Maker) limitation:
Can only lock variables specific to a single object, not generic variable types.
PGM (Pixel Game Maker MV) capability:
Can lock and modify variables globally by referencing their entry names, regardless of the object.
If you delegate damage calculation processing to AGM’s basic processing, the “taken_damage” variable in the “VariableSettings” node is useful.
This variable automatically stores the amount of damage received when damage is taken.
By utilizing this, child objects (damage number objects) can reference the “taken_damage” variable of the parent object (the object that took damage) and inherit the damage value.
Since the child object only unilaterally references the parent object’s value, this approach may be somewhat more efficient.
However, if the child object receives another instance of damage before referencing the parent object’s “taken_damage,” the variable will be overwritten with the value from the new attack, leading to incorrect references. Therefore, controlling this time lag may be a key point of attention.
Typically, invincibility frames can resolve this issue.
With this way of using variables, child objects can only correspond to a 1-to-1 parent object.
For example, if you create a UI for displaying damage, it cannot support a mechanism that “displays damage for all objects in a common way.”
In contrast, the variable system in Pixel Game Maker MV functions as database-like global variables.
As long as the variable names match, it allows sharing and modifying values across multiple objects in a 1-to-many relationship, without the limitations seen in AGM. This flexibility in collaboration is a major difference.
Changed to another method, meow!
Switched to the method of “generating objects and displaying damage numbers at the timing of taking damage,” so we’ll observe future behavior.
With the 1.0.7 patch, it is now possible to reference variables of parent objects that are not at the specified file path!
(For detailed specifications, please refer to the patch announcement.)
We sincerely thank the AGM administration for their consideration!