Bubble style health/mana

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  • 4 posts
From the Asset Store
Can be used in Games as Mana,Potion,Special Power, Health Pickup
  • Good afternoon fellow creators.

    Here is my issue, explained to the best of my ability.

    My classmates and I are making a Gauntlet Arcade style game, blast all the bad guys spawning across the map, blast the boss and win, simple concept.

    We are using a Diablo style health bubble with the mana ring around it. We have animated the health bubble using entirely too many events in my opinion. The health bubble reduces according to the total amount of HP on the PC.

    The Mana bar I was trying a different event layout, I can get the bar to fill up when the game starts, but it will not set it's current frame to the global value it is assigned too.

    This is the first time any of us have touched the program, so the answer is probably just out of our reach.

    Thank you for any help!

    Mana Animations

    <img src="http://i1077.photobucket.com/albums/w463/lady_of_malice/Gamani/Img1_zpsbb1c441c.png" border="0" />

    Health Animations

    <img src="http://i1077.photobucket.com/albums/w463/lady_of_malice/Gamani/Img2_zpsc523359e.png" border="0" />

    Health Events & Mana Attempt

    <img src="http://i1077.photobucket.com/albums/w463/lady_of_malice/Gamani/Q1_zps0333fc90.png" border="0" />

    HUD

    <img src="http://i1077.photobucket.com/albums/w463/lady_of_malice/Gamani/Img2_zpsc523359e.png" border="0" />

  • What part of the health bubble actually animates? Does the liquid flow around, or the reflection bubble animate?

    To answer your question. Anytime in your game when the Mana goes down, set the mana frame = to the global variable (if that is how you are doing it). Think of the code moving top to bottom, so set the frame after you alter the global variable.

    Does that make sense?

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  • For the way you're doing MP:

    Set Frame = round(CurrentMP/MaxMP * MPMeter.TotalFrames)

    For the way you're doing HP:

    Set Animation = "hp" & round(CurrentHP/MaxHP * HPMeter.TotalAnimations)*10

    That should do it. Haven't tested the second method yet, but it's based off of the first.

  • Thank you ArcadEd and TL22, your help is greatly appreciated, got things working much better now.

    Meant to thank you a couple days ago but could not post, some server issue.

    Thanks again!

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