Someone used this design on IndieDB months ago. It was a Diablo type game. I think there are more clever ways to give information without using HUD-like displays. The problem is, they're more difficult to pull off.
For example, health can be shown by changing the character's animation to reflect the damage. Magic power can be show by a glow from a wizard's staff.
Then again, I wouldn't dismiss a game just because it used health bars.
Send me feedback on my latest game, It Never Ends.
Originally Posted by Pan-tosser I won't imagine that making a health bar like that is hard. but i have never tried so i will being checking it out.
thanks for sharing it J.C.
You're welcome! I remember that someone some time ago asked how to make a round health bar, but no one could give him a direct answer. It seemed no one tried to make one before until now.
It's a quick edit of a colorwheel shader I made, which is why it's quite complicated - it would be much simpler to do one that just draws in a single color and doesn't have the anti-aliased edges. If you want it segmented, just overlay an active on top.
controls are as follows...
A,D: Movement
W: Jump (W in air for double jump)
Guns: aim at mouse
Left Click: Fire Gun
Right Click: Melee Weapon
Hold Shift: Dash
SpaceBar: pick Up weapon/ Open Chest
M: add 250 Creditz, exactly enough to open the chest
1: spawn gun near spawn point
2: spawn melee weapon near spawn point
L: add to experience bar
[Game design makes my brain feel like its gonna explode.]
controls are as follows...
A,D: Movement
W: Jump (W in air for double jump)
Guns: aim at mouse
Left Click: Fire Gun
Right Click: Melee Weapon
Hold Shift: Dash
SpaceBar: pick Up weapon/ Open Chest
M: add 250 Creditz, exactly enough to open the chest
1: spawn gun near spawn point
2: spawn melee weapon near spawn point
L: add to experience bar
Nice. From what I could gather it seems that you used each 'bar' as a life, and you lose a life each time you get hit.
I can send you an example if you'd like. its a counter object set to animation, each animation is a different amount of health, ranging from 1-15. the maximum value of the counter is then set to the characters maximum health level. but as i said, ill send you an MFA file of exactly how i did when i get the chance to make it, ill see if i can do it before i leave work.