The Daily Click ::. Forums ::. Klik Coding Help ::. Circular health bar. Is this possible in MMF2?
 

Post Reply  Post Oekaki 
 

Posted By Message

JetpackLover



Registered
  01/03/2007
Points
  212
27th October, 2012 at 27/10/2012 07:16:33 -

I stumbled upon this just doing some rudimentary searches for what it takes to make a circular health bar.

http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html

I know it can be done with animations but I would rather not have to cut up what I have into an unknown amount of pieces which I'll then have to settle being the max HP limit in my game.

Just curious.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

Follow me on the twitters https://twitter.com/JetpackLover


Don Luciano

Heavy combat pancake

Registered
  25/10/2006
Points
  380

VIP Member
27th October, 2012 at 27/10/2012 12:45:48 -

"which I'll then have to settle being the max HP limit in my game."


You don't have to settle with amount of frames being the max HP limit at all...

Do this with any kind of animation: Force animation frame to (HP/MaxHP)*Animationframes

Edited by Don Luciano

 
Code me a sausage!

siven

I EAT ROCKS

Registered
  03/11/2008
Points
  604

Wii OwnerVIP Member
18th November, 2012 at 18/11/2012 14:35:01 -

I have a custom hp bar that uses only 50 frames but 50 is far from the max. my character object has an alterable value called max hp. the counters max amount is always set to the characters max hp stat, therefor its not limited by frames, but there will be times character takes damage but a notch isnt removed.

 
[Game design makes my brain feel like its gonna explode.]

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
18th November, 2012 at 18/11/2012 22:53:57 -

I looked into this myself, and it is not an easy task unless you know your way around some complex extensions, i believe it can be done with the "Surface" object or the (now retired) "overlay Redux" object. It is no easy task but can be done!

 
n/a

SolarB



Registered
  26/12/2011
Points
  564
20th November, 2012 at 20/11/2012 05:04:07 -

If you're using standard and not HWA you can make an active that is a small line, set its hotspot half the intended diameter to the left of it, then rotate it around its axis using always - set angle to angle + 1.

Make sure 'save background' is turned off for the active. You can clear the screen with white when it's done.

 
My Open Source Examples: http://bit.ly/YyUFUh

Sketchy

Cornwall UK

Registered
  06/11/2004
Points
  1970

VIP MemberWeekly Picture Me This Round 43 Winner!Weekly Picture Me This Round 47 WinnerPicture Me This Round 49 Winner!
21st November, 2012 at 21/11/2012 13:47:01 -

I'd just use an animation.
Yes, the precision is limited by the number of frames, but that's going to be the case with any kind of display - the precision of a horizontal bar is limited by its width in pixels, but it doesn't stop anyone from using them, and the player doesn't have any problem accepting that 1 pixel = 5HP or whatever.

 
n/a
   

Post Reply



 



Advertisement

Worth A Click