ACTION GAME MAKER includes a feature called “Invincibility.” Below, we explain how it works.
Why Is Invincibility Necessary?
In ACTION GAME MAKER, attack detection and damage processing occur at high speed. Without setting an invincibility period, a single attack could rapidly hit multiple times in succession, instantly reducing HP to zero.
How to Set Invincibility Duration
We recommend setting the invincibility duration to be longer than the duration of the attack. For example, if an attack’s detection lasts 1 second, the invincibility period must be longer than 1 second; otherwise, multiple hits may still occur.
Nodes Where Invincibility Can Be Configured
Base Settings
This node allows you to configure basic invincibility settings:
- Duration of invincibility (in seconds)
- Whether the object blinks during invincibility, and the blinking interval
Invincible Settings
This node enables more detailed invincibility configurations:
- Apply a filter effect in addition to blinking during invincibility.
- Add a different blinking effect upon invincibility ending (e.g., slow blinking during invincibility, fast blinking when it ends).
- Temporarily change collision detection to attack detection.
- Play a sound when invincibility begins.
- Control whether this invincibility setting is active or inactive via a switch.
Since invincibility data can be controlled via switches, you can implement advanced logic—for example: “Normal damage grants 0.3 seconds of invincibility, but if hit by this specific damage type, the character falls down and requires 1 second of invincibility.”
Invincibility vs. Disabling HitCollision
Similar to invincibility, you can temporarily disable HitCollision using Property Change Actions or AnimationPlayer. This also prevents attacks from hitting, achieving the same “no damage taken” effect. However, due to potential processing delays, this method may not always work reliably. Therefore, we generally recommend setting invincibility—even for short durations.
On the other hand, using this method allows for more flexible “no damage taken” behaviors, and combining it with invincibility settings may enable interesting gameplay mechanics.