I went from zero experience to publishing a game in 4 weeks thanks to Game Maker! Resolved zelda style. Of frames for the 10-20 max hearts the game might have. Jul 24, 2015 [GameMaker Tutorial] Zelda Hearts + For Loops HeartBeast. Zelda style Hearts GMS2 - Duration. Game Maker 8.1 tutorial 10. Game Maker Zelda Engine• • • • Community ▼ • • • • • • • • • • • • Resources ▼ • • • • • • • • Other ▼ • • • • • • is software designed to make developing games easy and fun. It features a unique 'Drag-and-Drop' system which allows non-programmers to make simple games. ![]() Additionally, experienced coders can take advantage of its built in scripting language, 'GML' to design and create fully-featured, professional grade games. Content that does not follow the is subject to deletion, so please become familiar with them. If I was doing it myself I would probably make a sprite with all the hearts, animated from all hearts empty to all hearts filled with each frame adding part of the heart, and one point of hp corresponds to one part of the heart so if you have 1 heart total and you want a quarter heart to be the smallest part (like in zelda) it would be 5 frames starting from empty then 1 quarter, 2 quarter etc. Up to full heart, so one heart = 4parts = 4hp then just draw_sprite(hearts_sprite, (current_hp/max_hp)*max_hp, x, y) • • • •. You are right about the divide then multiply thing. I'd never done one where the number of image frames has to be changeable before and I usually make bars where the number of frames is different from the value which is where (value_current/value_max)*image_number would be used but since here the number of frames will be the max hp + 1 the frame to draw is always the same as the hp value, so here it should be: draw_sprite(hearts_sprite, current_hp, x, y) However this will work for any number of hearts or whatever (animated) sprite you want, that's the point. When I whipped this up quickly myself to make sure it works I used animated from all empty to all filled like I said. This is what I always do for healthbars and such. ![]() Maybe it's not the best solution but it's easy to understand and implement I guess. While on the topic of HP bars, I recently drew some irregularly shaped HP bars and wanted them to be accurate at least to 1%. Which under that method means having 100+ frames. Florence nightingale 10 facts. Which I didn't want to do. Instead, I used draw_sprite_part_ext and drew just the part of full HP sprite that the% dictated. Then drew it underneath the UI frame of the bar. So I draw more of that single frame as my HP fills up. Works beautifully. So you could just use draw_sprite_part for this purpose, also. Download bankelal comics pdf free list. But I like your way more since you aren't going to need that many frames. When designing any hero-based game, be it adventure, RPG, brawler, or similar, you eventually need to decide on your health system. Barring any regenerative systems with zero UI (like Call of Duty), should you use a discrete set of heart containers, Zelda-style, or a continuous health bar, like Street Fighter? Here are some points of contention that I've been thinking about: • Hearts are easier to understand (very clear how many hits you can take) • Hearts give a better sense of accomplishment when expanding (A whole extra heart! Rather than just a slightly longer bar (or worse, no change)) • Hearts grow to take up a lot of screen real-estate, while health bars can stay compact • Health bars allow for really fine control over health/damage balancing (using float rather than int) Since I haven't been able to find any relevant game design articles on the subject, I'd really appreciate if everyone with some knowledge on the matter, or even just some insightful links would contribute, thanks! Most answers have addressed the feasibility of using heart container systems, I'd like to present a reason why you would want to use them over a health bar. Here's a word for you:. People can make near-immediate judgments about the number of items in a group if you keep that number round about 4. Once you go above that point confidence and speed declines drastically. Consider this example of having 5 HP and taking a 1 HP hit: With the heart containers I am immediately sure I can take exactly 3 more hits and the 4th will kill me. With the health bar, it is 4 or 5? I'm not as certain.
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