ACTION GAME MAKER v1.0.21 Patch Notes

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ACTION GAME MAKER v1.0.21 Patch Notes

:sparkles: Improvements

  • Portal Node Entry/Exit Settings Reverted
    The portal node entry/exit settings have been reverted to the format used prior to v1.0.18.
    Reason for the Change:

    • In versions before v1.0.18, when transitioning from Portal A → Portal B, the entry animation was configured on Portal A, and the exit animation on Portal B.

    • In v1.0.18, both entry and exit animations were set on Portal A for consistency with the previous product, but this caused issues when a single Portal A transitioned to multiple destinations (e.g., Portal B or C) with different exit animations.

    • Since ACTION GAME MAKER now allows controlling multiple portal transitions via scripts, we have reverted to the older, more flexible approach.

  • Improved Collision Support for Non-GameObject Nodes
    Nodes such as AnimatableBody2D, StaticBody2D, and RigidBody2D can now properly handle ceiling and one-way collision detection.

    • The MoveAndJumpSettings option “Stop rising when touching wall collision” now works on these nodes.

    • One-way collisions for these nodes will no longer trigger downward contacts when passing through.


:hammer_and_wrench: Bug Fixes

  • Fixed: Small wall-collision objects could incorrectly trigger downward contact detection.

  • Fixed: Audio volume was halved after scene transitions.

  • Fixed: VisibleDirection behavior issues introduced in v1.0.19.

  • Fixed: In the DisplayText action, text set to display at the “center of a locked object” would not display properly on the second attempt or later.

  • Fixed: Actions beyond 20 items could not be edited properly.

  • Fixed: Locking an object while it’s moving via template movement could cause crashes.

  • Fixed: Visual Script memory leak issues.

  • Fixed: Several translation inconsistencies.


Improvements

  • The portal node entry/exit settings have been reverted to the format used prior to v1.0.18.

Intent of this change
Prior to v1.0.18, when transitioning from Portal A to Portal B, the entry animation was handled by Portal A, and the exit animation by Portal B.
Since this behavior differed from the previous product, v1.0.18 changed the system so that both entry and exit animations are configured on Portal A.
However, this format caused issues in cases where Portal A transitions to either Portal B or Portal C, and different exit animations are desired for Portal B and Portal C.
In the previous product, portals were always paired, so this was not an issue. However, in this version, it is now possible to control multiple portal transitions via scripts, prompting this change.

  • Collision detection for ceiling and one-way collisions is now supported for nodes that are not GameObjects (AnimatableBody2D/StaticBody2D/RigidBody2D).
    • The “Stop rising when touching wall collision” option in MoveAndJumpSettings now functions for these nodes.
    • When passing through one-way collisions set on these nodes, downward contact triggers will no longer occur.

Bug Fixes

  • Fixed an issue where objects with small wall-collision colliders could incorrectly trigger downward contact detection upon touching a wall.
  • Fixed an issue where audio playback volume was halved after scene transitions.
  • Fixed an issue where VisibleDirection behavior was incorrect starting from v1.0.19.
  • Fixed an issue where text set to display at the “center of a locked object” in the DisplayText action would not display correctly on the second attempt or later.
  • Fixed an issue where editing buttons failed to function properly when the number of actions exceeded 20.
  • Fixed an issue where locking an object while it was moving via template movement could cause crashes.
  • Fixed a memory leak issue in Visual Script.
  • Fixed several translation inconsistencies.
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