The Daily Click ::. Forums ::. Klik Coding Help ::. damage pop-up numbers

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18th September, 2007 at 22:46:04 -

I have no idea how to better explain this but for anyone who's ever played an RPG, you know how numbers pop up over a character whos just been healed or damaged? How would you replicate a system like that effectively in MMF 2.0? It's important that the system support MULTIPLE, INDEPENDENT instances of a 'counter'.




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18th September, 2007 at 23:23:17 -

Well, you can use a single text object to do a single damage counter, by simply displaying the text at the point, then erasing it after a short delay. However, this won't really cover your need for multiple damage counters. Frankly I've seen it as a problem in my own projects. The most straight-forward way would be to make an active object with animations equal to the numbers, but that would be arduously time-consuming. I'd say that using 1-5 different text objects to do it, would be an easy workaround.

Other then that, you'd need to be using some extensions that I don't know of.

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19th September, 2007 at 03:49:12 -

I would use the textblitter, then you can have it all in one object, and make them look the way you want.

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19th September, 2007 at 05:13:55 -

This is the best method I know:
Let an enemy or other character have 2 Alterable Values to remember its health. E.g. Value A and B. Let value A behave like a normal health meter. Initially, value B needs to be the same as value A.

If A is not the same as B:
Make the enemy shoot out a number (can be either a counter or a bunch of active objects or whatever)
Set B the same as A again.

Because you use Alterable values, the value that the enemy will spit out is unique for every enemy.

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19th September, 2007 at 07:17:37 -

I would use an active object, set the animation speed and repeat to zero, place a number in each animation frame, then in event editor use "set frame of animation" to whatever number is required.

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19th September, 2007 at 17:05:23 -

In TGF I just used 10 actives, one for each number, and shot them up from the character.

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19th September, 2007 at 17:59:19 -

Basically, use an object where you can create instances of it..
Can the counter object have multiple instances? If not, use something like the active system box.

Create the object and set it's value in the same event so you dont change all of the counters.



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19th September, 2007 at 19:14:28 -

Use a the String Object, and make each paragraph equal a number.
(Paragraph 1 would say '1', Paragraph 2 would say '2', etc.)

On collission -> character hit shoots a string object 'UP' at a slow speed.
set string to x paragraph, where x is equal to damage dealt
On String Creation -> destory string object after 1 second (and possibly add quick fade out?)

I'm using this in my current game, but for betting.



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20th September, 2007 at 08:13:13 -

I'd say uses Hernan's method with a textblitter (if that can have instances) or if not an active. Strings aren't customizable enough looks wise.


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20th September, 2007 at 12:12:34 -

ehrm. actually im making a beat 'em up at the time that uses that system, and i use mmf2, and u can put movement on the counters... its as easy as just putting on a path movement or something..



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20th September, 2007 at 14:58:14 -

You should be careful with path movement or it'll look like it's moving around really lame.

Counters lack the power of alterable values, so identifying them seperately will be difficult, I think. You might want to be really careful with a short platform movement, then create a counter at (x,y) and give it a value as soon as it's needed (the creation of that specific counter should only affect that single instance of the counter for the duration of that event).

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20th September, 2007 at 18:43:16 -

Making example now. It's in MMF2.



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20th September, 2007 at 19:23:28 -



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