For the complete documentation index, see llms.txt. This page is also available as Markdown.

0.11 Upgrade Guide

Please review these topics to update old Experiences and use 0.11 features best.

Checklist

Collision Changes

Movement Palettes

This setting will affect game feel, including camera, controls, and animations.

Default palette features

Key Impacts

  • Preventing player access to areas

  • Platforming with carefully designed jump heights/distances and/or ramp of difficulty

  • Some asset design

  • Custom avatar use

Player Reach Estimates

Legacy (Pre 0.11)

Jump Distance (Walking)

5 blocks

Jump Distance (Running)

7 blocks

Jump Height

1.5 blocks

Default (0.11+)

Jump Distance (Walking)

7 blocks

Jump Distance (Running)

10 blocks

Jump Height

2.5 blocks

Player Reach Estimates

Legacy (Pre 0.11)

Jump Distance (Walking)

160 voxels

Jump Distance (Running)

224 voxels

Jump Height

48 voxels

Default (0.11+)

Jump Distance (Walking)

224 voxels

Jump Distance (Running)

320 voxels

Jump Height

80 voxels


Climbable Component

Alignment

Line up edges for smoother transitions from climbable objects to surfaces.

Cover

Not aligned

Cover

Aligned

Complex Collisions

Remove collisions on objects with many faces. Then apply the Climbable component to an invisible asset in the same location with simple collisions for smooth climbing.

Cover

Too many climbing surfaces to calculate

Cover

Substituted climbable asset for easy calculations


Speaker Component

Due to the Look at Target option, which rotates an actor, [SP] Speaker component can cause inconsistent physics between server and client in multiplayer Experiences. There are two update options:

🔷 If [MP] is Acceptable

Change [SP] Speaker component to [MP] and adjustment as needed for the same logical outcomes.

⚠️ In multiplayer, this changes the object's communication from client to synchronised (server). It will no longer communicate with [SP] objects. Modify other logic if needed.

⚠️ If the object also has other [SP] logic applied, [MP] can not be applied. If modifying this is too complicated, the other update option may be a better solution.

🔷 If [SP] is Needed

Keep the [SP] Speaker component on the object. Then, create a duplicate with collisions, remove all of its logic, and set it to invisible.


Objectives System Port

New: Cooperative and Competitive Quests!

Upgrade Existing Quests

Follow the step-by-step instructions below for each quest state depending on pre 0.11 quest settings (tab names):

Unlock Quest

Auto Unlock option was removed. For the same functionality:

  1. Choose Requires Message and select or create a message

  2. Open Game Rules and add a Events rule

  3. Set the rule's outgoing message to the required message to trigger Objectives

Singleplayer

No change needed.

Multiplayer

All players who should be included in the quest must directly interact with a [MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.

Launch Quest

No change required.

Singleplayer

No change needed.

Multiplayer

All players who should be included in the quest must directly interact with a [MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.

Quest Type

Collected Objects

Singleplayer

No change needed.

Multiplayer

Modify each collectable object's Global setting to suit intended gameplay.

Gameplay

Each player can collect a tagged object

Setup

Per collectable object, Global = False

Total Collectable Items

Player Count x Object Count

Gameplay

One player can collect a tagged object

Setup

Per collectable object, Global = True

Total Collectable Items

Object Count

Gameplay

Combination

Setup

Per collectable object, set Global to False / True as needed

Total Collectable Items

(player count x object count) + object count

Object Deaths

No changes needed.

No change needed.

Survive or Defend

No change needed.

Message Needed

Singleplayer

No change needed.

Multiplayer

All players who should be included in the quest must directly interact with a [MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.

Singleplayer

No change needed.

Multiplayer

All players who should be included in the quest must directly interact with a [MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.

Quest Completion

No change needed.

Singleplayer

No change needed.

Multiplayer

All players who should be included in the quest must directly interact with a [MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.

Wait for Input option was removed. For the same functionality, change to the Requires Message quest type.

Action After Completion

Singleplayer & Multiplayer

No change needed since this is an outgoing message.

End Game option was removed. For the same functionality:

Singleplayer

Use the Send Message option to trigger an object's Victory or Defeat component.

Multiplayer

Use the Send Message option to trigger an object's Victory or Defeat component.

All players who should be included in the quest and the end of game must directly interact with a [MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.

Nothing option was removed due to redundancy. No change needed.

Create New Quests

Game Maker 0.11 Objectives communicate on the server (synchronised) level now, which opens up many new creative possibilities.

Though this first version is intended to help creators migrate to the same functionality (solo questing in social hubs), we understand our community will want to explore a variety of scenarios that are now possible. Future updates will make multiplayer scenarios easier to build.

Visit Text, Quests & Icons for potential new scenarios for Multiplayer Compatible Quests (0.11) with different dependencies, such as which players should experience a quest and whether Game Rules logic should be part of the criteria to trigger it.

Please keep in mind that these are generalized logic flows which need to be tested thoroughly. Please share your ideas and what you learn in the Creators Forum.

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