Hi! I’m working on a team project using Action Game Maker, with the project hosted on GitHub. Unfortunately, my collaborators don’t own AGM.
I understand that standard Godot scenes and GDScript can be imported into AGM, but that AGM projects don’t open properly in standard Godot.
Is there any recommended workflow for collaborating with people who don’t own AGM, particularly for level design? Could they create levels in Godot and import them into AGM, or is a separate AGM license currently necessary for that kind of work?
Opening an AGM project in regular Godot will throw a lot of errors, since the project is full of nodes and classes like GameObject and GameScene that only exist inside AGM’s build of the engine. There’s currently no porting from AGM to traditional Godot, and anyone who needs to open the project in the AGM editor will need their own copy.
For level design, my opinion is you’d need to make a tool specific to your team’s workflow that bridges the gap between a Godot scene and an AGM scene. The tile layers in an AGM scene are regular TileMapLayer nodes, so a level painted in Godot has the raw material, but something has to turn that into a proper AGM game scene with the AGM only parts in place. That would only ever bridge scenes, not objects or Visual Scripts. If you use AI at all, I think that’s the kind of tool it could help you put together, since it’s mostly moving nodes between two scene formats you both control.
GDScript and custom action files are plain .gd, so those can be edited by anyone without AGM.