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tetsuya_shino



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  12/08/2004
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22nd August, 2011 at 05:09:51 -

Greetings. I have a quick question. Do you know like in an RPG when you attack an enemy a little number pops up showing how much damage you did? I know how to do that, however, I am trying to find the best way to do many of them. Since as in Front Mission when you use a machine gun and there 10 or more different little numbers poping up.

Any ideas? Use TGF by the way. Thanks

 
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Rob Westbrook



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22nd August, 2011 at 12:31:56 -

How have you got the damage set up? Like, is it from multiple bullet hits with individual actives? For that, just create a new counter (or string, or, as I use, a Text Blitter if that's available in TGF) and set it to whatever damage was caused. Then give it some movement upwards. A good little one that I use is this (moveY being an Alt. Value):

(in your damage/collision code)
-create object(damage icon) at collision point
-set moveY(damage icon) to 10

moveY(damage icon) > 0
-Y(damage icon) -= moveY/2
-subtract 1 from moveY

moveY(damage icon) = 0
-delete damage icon

Hope this helps!

 
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tetsuya_shino



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Points
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22nd August, 2011 at 13:10:38 -

Thank you for your advice. I'll look into using a string or a text blitter.

 
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Del Duio

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22nd August, 2011 at 17:36:13 -

I use a text blitter object myself for damage pop-ups it works really well. You can assign them values so say when one's created you can assign value A = 5 and then every 0.5 seconds you can subtract from that A. When A = 0 you can have the game destroy that blitter object.

 
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23rd August, 2011 at 00:50:03 -

It's actually quite important you say if you're using TGF1 or TF2. TGF 1 doesn't have text blitter and you can't move counters about either.

 
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tetsuya_shino



Registered
  12/08/2004
Points
  491
23rd August, 2011 at 06:28:33 -

Yeah, it's been a while since I posted here. I goofed up leaving that info out.

Well I already found a way to do it in tgf, but I thought I'd ask if there was an easier way out there.

 
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