Manual: Invincibility

ACTION GAME MAKER includes an invincibility feature. This section explains its purpose and how to configure it.


Why is Invincibility Necessary?

In ACTION GAME MAKER, attack hit detection and damage processing occur extremely fast.
If you don’t configure invincibility, a single attack can hit multiple times instantly, potentially reducing HP to zero in a flash.


How to Set Invincibility Time

It’s recommended to set the invincibility duration longer than the attack’s active duration.

For example:

  • If an attack hitbox lasts 1 second, the invincibility should be at least 1 second.
  • Otherwise, the object may take multiple hits from the same attack.

Nodes for Invincibility Settings

1. Base Settings

Basic invincibility configurations:

  • Duration of invincibility (in seconds)
  • Whether the object blinks during invincibility, and the blink interval

This is a quick way to apply general invincibility behavior.


2. Invincible Settings Node

For more advanced customization, use the InvincibleSettings node.

Features include:

  • Apply filters or visual effects during invincibility, in addition to blinking
  • Add a different blink effect after invincibility ends (e.g., slow blink during invincibility, fast blink right after it ends)
  • Temporarily convert hitboxes to attack boxes
  • Play a sound effect at the start of invincibility
  • Control invincibility using a switch, allowing complex condition-based logic

For example:

Normally, damage grants 0.3 seconds of invincibility.
But if the damage type causes knockdown, you can enable a 1-second invincibility instead.


Invincibility vs. HitCollision Disabling

An alternative to invincibility is disabling the HitCollision node using a ChangeObjectProperty action or AnimationPlayer.

  • This also prevents damage from being received.
  • However, because this method relies on timing, there’s a risk of processing issues or delayed behavior.

:light_bulb: Recommendation:
Use invincibility for consistent results, even if just for a short time.
Still, creatively combining both methods allows you to build more dynamic “damage immunity” systems, potentially leading to fun gameplay mechanics.