Health (Behaviours)

  • Health — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2 ... ealth-2133

    Energy systems like health, armor, mana or stamina are very common in a lot of games. Implementing one of them is pretty straightforward, however, implementing all of them, with advanced features such as regeneration, invincibility or health/mana bars for every object type in your game can quickly turn into a nightmare.

    Energy systems are a pain to implement. It's just like reinventing the wheel over and over again. With every energy system you introduce, you also increase the chances of adding new bugs to your event sheets.

    Health solves all these problems for you. You can add all sorts of energy systems to your game in minutes, if not seconds.

    In just a few clicks, you can toggle the invincibility of your spaceship, add armor to your hero, or mana to your wizard. With the regeneration system, you can make your space marine's armor/health/stamina points refill after a delay.

    We made sure to allow as much interaction with the system as possible. Want to play a sound when your character takes damage? Or spawn the next wave when the last monster dies? Want to display a particle effect when the mana is regenerating? We've got you covered!

    Features

      C2 and C3 behavior files
    • Generic energy system to easily add health, mana, armor, stamina, cooldowns... to your game objects.
    • Easy invincibility toggle.
    • Points regeneration over time, without touching the event sheet.
    • Made with simplicity in mind.
    • Examples of health bars, armor and mana systems, shoot them up with a boss fight.
    • Detailed documentation.

    Release Notes

    1.1.1 (May 2, 2018): Construct 3 addon files now available.

    1.1.0 (July 3, 2017)

    • Added the regeneration system
    • Better demos and manual

    Use this topic to leave comments, ask questions and talk about Health

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  • Ah a nice little plugin! I'll be sure to use this in the future

  • Ah a nice little plugin! I'll be sure to use this in the future

    Thank you

  • To be honest, could you not just use instance variables instead of buying a behavior?

  • To be honest, could you not just use instance variables instead of buying a behavior?

    Sure! However, if you are going to do it over and over again for every prototype or game you make, you are going to waste a lot of time.

    You'll have to account for the bugs that you may make again and again, all this time adds up. Plus, this behavior has some cool conditions that are triggered when the object is hurt, healed, dead, etc. You can make an object invincible very easily, all this is tested and works 100%, think about all the time and headaches you are going to save.

    I made a lot of things in Construct 2 and other tools, and it is always the small stuff that takes time away from the project. Are you familiar with the 90% 90% rule? Google it!

    I only release an addon after months and months of using it on live projects, I make them as easy to use as possible, I also make sure they have no bugs, I have a rigorous QA process that I go through for each and everyone of my addons.

    Of course you are free to keep using instance variables and the event sheets, the plugin's code is not rocket science, there's even a page on how to implement it on the beginner tutorials, I'm just trying to help developers like you and me save time and not reinvent the wheel for every new project.

  • Ok, thx for clearing that up. It does take a while to do instance variable events

  • This behavior add-on is quite nice however it cannot be used with the Fade Actions. Please fix this as soon as possible.

  • This behavior add-on is quite nice however it cannot be used with the Fade Actions. Please fix this as soon as possible.

    What do you mean? Can you give an example?

    I've been using this behavior for all my games with no problem, even with the fade behavior. If you have a specific case, I'll be glad to help you out.

  • I cannot use Fade on my sprites that have Health behaviour. I still love your add on and would recommend it to anyone looking to speed up there game development.

  • I cannot use Fade on my sprites that have Health behaviour. I still love your add on and would recommend it to anyone looking to speed up there game development.

    I'm afraid your problem has nothing to do with my addon. Would you care posting a capx?

    I just created an empty project, added a sprite, then added Health and Fade behaviors to it. I set the fade "wait time" to 1 and "fade out time" to 3. When running the game, the sprite waits for 1 second, then fades out in 3 seconds.

    Please test it, and if you have further problems you can shoot me an email, I'm always ready to provide support for my products. However, the problem that you described has nothing to do with my addon, it would be a shame if that prevented you from using it.

  • I appreciate your help trouble shooting this issue. You were correct, it was actually an error on my end. Thanks for the support and for making this handy add-on. 😊

  • I appreciate your help trouble shooting this issue. You were correct, it was actually an error on my end. Thanks for the support and for making this handy add-on. ??

    I'm glad to hear it. It would have been too bad if you needed to reinvent a health system for every game you make even after purchasing this addon.

    Thank you for your purchase, I'm always available for any further issue with the addon. Have fun using it!

  • Hi everyone,

    I'm currently working on a new update for the Health behavior with new features and many more examples to illustrate how to implement an advanced health system in your game. I will also try to shoot some tutorial videos, and update my website to add a page for this plugin. My website is still offline for now, apologies for that.

    The price will increase to reflect the content of the new product. So if you haven't purchased this yet, hurry up and buy a license! Of course, if you're already a customer, you will get the update for free.

    I wish to thank everyone who sent me their feedback by email, you are always welcome to suggest new features or to report bugs. I will try my best to go through my todo list and get these features in the next version.

    For now, I'm planning on adding these features to Health 1.1 :

    • Regenerating health points: will automatically refill health points over time after being damaged.
    • Damage transfer to make an object transfer the damage taken to another object, useful for giant bosses that are made of many objects. You'll want the damage taken by each limb or part to be transferred to the main boss object.
    • More example projects on creating a health bar, having both health and armor like in Doom or Halo, implementing damage transfer, and a shoot-them-up example that will showcase all the features of the behavior so you can get a better idea on how everything works together.

    If you have other suggestions, please leave them in response to this post, or by sending me an email to .

  • Version 1.1 is pending review. Thank you all for the precious feedback.

    Changes:

    • Added the HealthRegen behavior to regenerate points over time.
    • Added the On Revived condition
    • Added more examples: shoot-them-up, health bar, armor and mana systems, and other health mechanics.
    • Rewriting of some ACE descriptions for more clarity.
    • More detailed manual. Added some frequently asked questions.
  • Hey! Love your health behavior and how you presented it! (getting it soon)

    I was wondering if it would be possible to make an Item+Inventory Behavior?

    Example:

    **Item Behavior assigned to object_1. Object_1 can now be picked up or dropped by player/enemy (or both).

    • Can add particle effects to item
    • Item can move around or have pathways that player has to follow and chase to get it
    • Can change how it looks and could start another event (like picking up a gem and a boss appears or many smaller enemies)
    • Item can be equipped by player/enemy (or both)

    **Inventory Behavior assigned to player/object (chest, player/players, bags, etc). Player/Bag/object etc, item goes into one of these.

    • Object with this behavior acts as the vessel to contain the item when it gets picked up and can be dropped from it (box, chest, player, bag, etc).
    • Item can drop from Enemies or players if they get killed
    • single or double click, press of button, or touch can equip the item, use it, activate, or drop.
    • Can change how the inventory looks (a box shape with scroll features maybe, or anything you could think of)
    • Game could be paused with a Yes/no option with the behavior (toggles everything off maybe when inventory opens up?)
    • The amount of that item that can be stored in the same slot in the bag, etc

    Not sure if this is how it would work, but I gave it some thought.. lol

    Very hard to make an inventory and it takes a long time to make items pick up or drop etc. Still learning how to do it .

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