Action Game Tsukuru G 2.0.0 Official Release Patch Notes

Introduction

Action Game Tsukool G Version 2.0 has finally been released as the official version! Since the beta release in September, we have been able to improve the product’s quality thanks to your bug reports and feature requests. We sincerely thank all the beta testers who cooperated with us. Additionally, with this major update, we have changed the name from “ACTION GAME MAKER” to “Action Game Tsukool G.” We will continue to diligently release updates so that this tool lives up to the “Tsukool” name. *Note: Only the name has changed; there are no changes to the licensing system, pricing, etc.

Features of This Update

This update introduces the newly reconstructed new mode “Tsukool Mode,” designed with an intuitive UI/UX in mind. Tsukool Mode features a UI where the screen itself switches depending on the task at hand, similar to the “RPG Tsukool” series. By selecting “Map Creation,” “Object Creation,” “Screen Transitions,” or “Asset Management” from the top tabs, only the lists and settings necessary for that specific task are displayed, showing only the content you wish to create. You can start working on what you want to make without searching for where things are located. You can still switch back to the conventional UI, and it is also possible to use only the new features of Tsukool Mode from the conventional UI.

Additionally, we have prepared various features to support your game creation, including a “Setup Wizard” that guides you through initial settings, a “Screen Operation Tutorial” that lets you learn how to use the tool while operating the actual screen, a “Tile Palette” function that allows you to manage imported tiles in bulk and use them in various scenes (similar to RPG Tsukool), a dedicated “Sprite Animation” function that allows you to create animations like in the previous Action Game Tsukool MV, and an “Actsk Debug Monitor” function that displays parameters in detail during game execution and allows for on-the-spot changes. Furthermore, we have added 23 new actions and conditions, such as actions for picking up and throwing objects, grabbing onto or hanging from walls, and gimmick object nodes that can place many breakable blocks, as well as 14 new nodes. Please enjoy the reborn new UI, the new creation experience, and the expanded new features.

:warning: Warning: This is the largest update in the history of ACTION GAME MAKER

We have prepared this update to minimize impact on existing projects as much as possible, but given the scale and content of the update, issues may arise. Please ensure you have backed up your project before using this update. Additionally, the following changes will definitely affect existing projects.

:warning: Changes that affect existing projects :warning:

You can now add platform velocity when jumping off a platform

This uses Godot’s basic functionality, and since the default setting is on, the behavior differs clearly from versions prior to 2.0. You can revert to the previous behavior by changing the dropdown for the “CharacterBody2D > Moving Platform > On Detachment” property in the GameObject node’s properties from Add Velocity to Do Nothing.

Changed the behavior of “Adjust Jump”

  • Even if the adjustment jump or jump key is not set in “MoveAndJumpSetting,” you can now use the adjustment jump by enabling it in the state. If the adjustment jump key is not set, the key from the previous input transition is automatically set as the adjustment jump key.

  • Fixed a bug where the adjustment jump would be canceled if the state changed during the adjustment jump.

Due to these two points, the adjustment jump will now function normally in states where “the adjustment jump was enabled in the state, but the adjustment jump key was not set, causing it not to work,” or in states where “the adjustment jump was enabled, but the state switched immediately, causing the effect to end prematurely.” Therefore, the behavior may differ from before. These items require manual changes, and we apologize for the inconvenience. Thank you for your understanding.


Update Details

Complete UI Overhaul

You can now select the completely revamped new UI, “Tsukool Mode.” The original UI is still available as “Godot Mode.” New features in Tsukool Mode can also be used in Godot Mode.


New Features for Usability

Added a new tutorial introducing the screen layout

This is an integrated operation explanation tutorial that can be used from the launcher’s tutorial section.

Added dedicated animation features

  • Added the “Sprite Anime” feature, which allows you to easily import sprite animations.

  • Added the “Hitbox Anime” feature, which allows you to set hitboxes in sync with the frames of the Sprite Anime.

  • Added a feature to automatically create animation sets from sprite sheets created according to Actsk/RPG Tsukool templates.

Added a dock to display game scenes and objects in a list

Files of the target objects within the project are displayed automatically. You can also assign labels and favorite them.

Added a system to import official assets, official DLC, and official systems

As for official systems, a menu system for saving/pausing/loading is available as of version 2.0.0.

Added reference search to see where variables and switches are used

This can be accessed from the Variable/Switch settings window or the database. We also added a feature to rename based on the search results.

Added a feature to check collision compatibility

You can visually check what happens when Object A and Object B come into contact, whether attacks from A hit B, etc.

Added “Environment Template” feature to easily set up environments in scenes

You can set up environments like sunsets, snowy worlds, or mysterious forests with one button. It automatically adjusts the color tone, shaders, etc., of placed tiles and objects.

Added “Actsk Debugger” for debugging while playing

You can test play while viewing various values and rewrite them on the spot.

Added features to make using AI easier

We prepared features to export/import visual scripts in text format readable by AI, and to output catalogs for AI.

Numerous other improvements

Added previews to the portal, added previews for effects and particles, organized the inspector, etc.


New Features to Expand Games

Prepared a dedicated loading system

In addition to simply improving loading speed, we added a loading scene feature and an object pooling function that pre-generates objects.

Added support for top-down view

  • New Node: Top-down Water Surface

  • Existing Extension: Pathfinding for top-down view is now available in the “Template Move” action.

  • Existing Extension: Import of RPG Tsukool-style auto-tiles

  • Existing Extension: Import of RPG Tsukool-style character chips

  • Existing Extension: You can now select the project format as either “Side View” or “Top View.” Depending on the selection, available templates and some settings will change.

Added support for mouse/touch/analog stick controls

  • New Action: Assign mouse information to a variable

  • New Action: Assign stick input to a variable

  • New Condition: Mouse operation

  • Existing Extension: Added stick movement to movement and jump settings

  • Existing Extension: Bullets can now be fired in the direction of the mouse or stick in bullet data

Actions involving speed and momentum are now possible

  • New Action: Set Object Velocity. Determines the target and velocity to impart momentum to the opponent. You can knock them back, launch them, or make them jump.

  • New Custom Node: Forced Movement Area. You can create conveyor belts, strong wind areas that push back, water currents, tractor beams that pull at a constant speed, etc.

You can now pick up and throw placed objects

  • New Action: Pick up object

  • New Action: Drop or throw held object

Added action to easily configure knockback processing

  • New Action: Knockback self

Added action to change object angle

  • New Action: Change object angle

Added ladder-related actions

  • New Action: Grab ladder

  • New Condition: Overlapping ladder tile

  • Existing Extension: You can now add ladder attributes to tiles.

Added action to move the camera

  • New Action: Move current camera

Implemented auto-save and quick restart

  • New Action: Quick Restart. Allows you to return to the auto-save point or the last platform touched. Since it does not involve scene loading, it is fast and the BGM does not cut out.

  • Existing Extension: You can now specify the auto-save slot in “Save Game Data”

Implemented Shared Board feature

  • New Action: Set value to Shared Board

  • New Action: Search for object and record to Shared Board

  • New Condition: Judge Shared Board value

  • Existing Extension: You can now use Shared Board objects as targets for some actions and “Fire Bullet”

Compared to existing lock actions, this allows for more flexible recording of objects and enables changing properties or saving strings that cannot be saved in variables.

Added dedicated lightweight objects for placing and spawning many items

  • New Action: Generate Score Drop

  • New Custom Node: Gimmick Object

Gimmick Objects are equivalent to the gimmick tiles of the previous version, such as breakable walls or coins. Score Drops are the item version of bullet hells. You can scatter many experience orbs, for example.

Added new nodes for constructing moving platforms

  • New Custom Node: Course Moving Platform

Moves along a course, and activation conditions can be specified with simple conditional branching.

Added persistent effect features to make creating “Poison,” “Regen,” “Buffs/Debuffs,” etc., easier

  • New Action: Start persistent effect

  • New Action: Modify persistent effect

  • New Action: Clear persistent effect

  • New Condition: Persistent effect is active

You can implement effects such as “Take damage equal to 1/8 of max HP once per second for 5 seconds. This effect stacks up to 3 times.”

Revamped text-related features

You can now display variables within text and use database images as emojis.

  • New Custom Node: ValueLabel

  • New Custom Node: ValueRichLabel

  • Existing Extension: Variable display and BBCode can now be used in “Display Text”

Expanded the damage system

  • New Action: Deal damage

  • Existing Extension: You can now set colors for healing, etc., in the damage display settings


For more details on new features, please refer to the manual on RPG MAKER GUILD. バージョン2.0: 新機能マニュアルリスト

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