Short frames don't transition to "attack hit"

To avoid multi-hits, I’m currently outputting the attack hitbox for only 0.01 seconds.

Although the attack itself connects and deals damage, the enemy does not transition to the “hit by attack” state. It seems 0.02 seconds are required for that transition.

However, if the hitbox persists for 0.02 seconds, it results in a double hit.

Since we are also considering 2-player gameplay, we want to minimize invincibility frames for the enemy (so that if Player 1’s attack is active, Player 2’s attack doesn’t pass through harmlessly).

I considered a method to remove the attack hitbox immediately upon a hit, but it hasn’t worked out.

Is there any good solution for this?

Regarding this, the evaluation of each state in the visual script is performed every frame.

Since one frame is approximately 0.0167 seconds, a duration of 0.01 seconds is too short for the visual script processing timing to keep up.

This is not a unique issue specific to Actzuku, but rather a common timing constraint associated with the process(delta) function in programming, which is difficult to circumvent.

While there are currently no concrete plans for development, we have included a request to implement the “set invincibility time per attribute” system that was realized in the previous title, Actzuku MV. If this system can be implemented, it should enable the functionality you are expecting.

For now, possible workarounds include:

  • Implementing a check with a duration of at least one frame.
  • Creating your own damage processing logic (for example, by creating a separate variable such as “HP,” assigning the damage value when it is 0 or greater, and then decrementing it).

These are the options we can suggest at this time.

Thank you for your response.

For now, I’ll proceed with the plan to issue a judgment on the 2nd floor and reduce the original power by half.

I’m not sure if the same method can be used in this case, but I was also struggling with a similar situation. Since I handle damage processing manually, I’ll share my approach just in case.

In my case, I discarded all of Acut’s damage processing (setting invincibility time to 0 and damage taken to 0) and managed everything through the transition conditions to the damage action.

I prepare two variables and set invincibility timers for each. For example, I create variables like “Invincibility Time vs P1” and “Invincibility Time vs P2.” When damage is received from each player, I set a timer for the corresponding invincibility duration. When the respective timer reaches 0 seconds, taking damage from that player’s attack would trigger a transition to the damage state… perhaps?

Since Acut’s damage processing is quite rigid, I suspect it will require various workarounds…

Thank you for the information that could be helpful.

Attacking is challenging, but I will continue to make various adjustments as we move forward.