Feedback on Feature Enhancements for AGM

Hello AGM team,

While developing with AGM, I’ve encountered several functional limitations and usability issues in the editor. Here are my suggestions for improvement:

  1. Variable Assignment for Actions

Even dating back to the PGM era, many actions (e.g., movement direction/angle, target position for movement, firing direction) lack support for variable-based parameters. To work around this, I’m forced to place “dummy targets” at specific positions just to define these values—leading to performance overhead and cumbersome editing workflows. Adding variable assignment for these actions would greatly improve flexibility.

  1. Formula Support in Variable Modification

The “Modify Variable” action only allows single-step calculations (e.g., var = a + b), but cannot process formula-based logic (e.g., var = (a * b) + (c / d)). When combining multiple variables in complex calculations, this becomes extremely tedious. Supporting formula inputs would streamline workflows.

  1. Audio Loop Option

I couldn’t find a setting to loop audio until explicitly stopped. As a result, background music plays only once. If this feature exists, please clarify its location; if not, adding it would be invaluable.

  1. Per-Frame Action Invocation (Like GDScript)

Currently, simulating “per-frame logic” requires toggling between two VS states, which feels performance-heavy, disorganized, and prone to state transition glitches. A dedicated “per-frame action” mode (similar to GDScript’s _process function) would simplify logic and reduce overhead.

  1. Custom GameObject Templates

While copying existing GameObjects is possible, saving custom GameObjects as reusable templates would save time. The current asset manager makes this workflow overly cumbersome.

  1. Lightweight Bullet System

In my shooting game, performance becomes severely laggy after extended play due to bullet-related overhead. Optimizing bullets (e.g., pooling, simplified physics) to be more lightweight would help.

These suggestions come from my hands-on experience developing with AGM. I hope they help refine the tool—thank you for your hard work, and I look forward to seeing AGM evolve!

Best regards

1 Like

I like your recommendations, I think they would enhance AGMaker.

I do want to clarify #3 a bit, as this is Godot native behavior and has a solution:

When you add audio files to your project, you can enable looping by double-clicking into the audio file and checking the Loop → Enable checkbox:

3 Likes

Thank you so much, this has helped me a lot. I only registered it in the audio database and used it directly without realizing that it can be opened for editing.

1 Like

I like the idea with # 5 Custom GameObject Templates

Support for formula input in variable modification is very important. I’d like to add two more points: First, object behavior should be detectable via the state machine’s name rather than being tied to the state machine of a specific object. I’m not sure if this is affected by the underlying algorithm, and I know it could potentially be replaced by signals or other methods, but directly detecting the object’s state remains the simplest and most feasible approach. Second, fuzzy search for numeric values should be supported; for example, when searching for variables a1, a2, and a3, entering “a” should match all of them, allowing all matches to be selected or randomly chosen. Additionally, the game currently lacks a global method for randomly selecting objects.