Dynamic attacks and energy meters
Franto
Member Posts: 779
Hey, I managed to make a meter that drains while an attack is in use, as well as an icon showing number which affects the
characters running speed. What do you think?
Some move testing of the other character.
Edit: I've also managed to make attacks that change size attributes as the number in the top right hand corner changes, it's really neat, but graphically, it gets a bit wonky, lol.
characters running speed. What do you think?
Some move testing of the other character.
Edit: I've also managed to make attacks that change size attributes as the number in the top right hand corner changes, it's really neat, but graphically, it gets a bit wonky, lol.
Comments
Second video is set to "private."
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As for the flickering, I could create a behavior to constrain the displayed text for at least a full second before changing again.
The player actor changing colors is a viable solution. Although, I really want the speedometer, so I'll have to fix it to look more visible and less flickery. A robot game I use to play had a speedometer, and I always thought it was neat being able to hit over 500 kph all time, and if going past the speed of sound, you'd hear the sound barrier screeching.
ceil(expression) will round up to the nearest whole number.
prec(expression,x) will round up or down to the nearest whole number if x is 0. Otherwise, it will round to the nearest decimal point (e.g. if x is 3, it will round to the thousandth: 0.4378=0.438).
One way to limit the flickering is to interpolate from the current speed to the next speed over a certain duration and possibly, as you said, to only do so every second or thereabouts.
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For example if game.speed is 123.4567
padReal(game.speed,3,2) will return 123.45
padReal(game.speed,3,1) will return 123.4
padReal(gamespeed,3,0) will return 123
This could calm down your speed display