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'.
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.
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.
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.
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..
DaVince This fool just HAD to have a custom rating
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).