I have no idea how to better explain this but for anyone who's ever played an RPG, you know how numbers pop up over a character whos just been healed or damaged? How would you replicate a system like that effectively in MMF 2.0? It's important that the system support MULTIPLE, INDEPENDENT instances of a 'counter'.
Well, you can use a single text object to do a single damage counter, by simply displaying the text at the point, then erasing it after a short delay. However, this won't really cover your need for multiple damage counters. Frankly I've seen it as a problem in my own projects. The most straight-forward way would be to make an active object with animations equal to the numbers, but that would be arduously time-consuming. I'd say that using 1-5 different text objects to do it, would be an easy workaround.
Other then that, you'd need to be using some extensions that I don't know of.
This is the best method I know:
Let an enemy or other character have 2 Alterable Values to remember its health. E.g. Value A and B. Let value A behave like a normal health meter. Initially, value B needs to be the same as value A.
If A is not the same as B:
Make the enemy shoot out a number (can be either a counter or a bunch of active objects or whatever)
Set B the same as A again.
Because you use Alterable values, the value that the enemy will spit out is unique for every enemy.
I would use an active object, set the animation speed and repeat to zero, place a number in each animation frame, then in event editor use "set frame of animation" to whatever number is required.
Discarded pizza boxes are an indispensable source of cheese.
Basically, use an object where you can create instances of it..
Can the counter object have multiple instances? If not, use something like the active system box.
Create the object and set it's value in the same event so you dont change all of the counters.
Use a the String Object, and make each paragraph equal a number.
(Paragraph 1 would say '1', Paragraph 2 would say '2', etc.)
On collission -> character hit shoots a string object 'UP' at a slow speed.
set string to x paragraph, where x is equal to damage dealt
On String Creation -> destory string object after 1 second (and possibly add quick fade out?)
I'm using this in my current game, but for betting.
ehrm. actually im making a beat 'em up at the time that uses that system, and i use mmf2, and u can put movement on the counters... its as easy as just putting on a path movement or something..
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
20th September, 2007 at 14:58:14 -
You should be careful with path movement or it'll look like it's moving around really lame.
Counters lack the power of alterable values, so identifying them seperately will be difficult, I think. You might want to be really careful with a short platform movement, then create a counter at (x,y) and give it a value as soon as it's needed (the creation of that specific counter should only affect that single instance of the counter for the duration of that event).