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Thread: RPG-like damage counters

  1. #11
    Clicker iOS Export Module

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    I don't know if the blitter object works with the ios extensions, but here is a way i did it with out any extensions:

    The Counter object should for example have bounching movement, allowing you to pick a direction for it when created, 8 (north/up). Set the speed of the Counter object to around 40. This will be the life of the object.
    When ever your the damage counter should occurer create a counter, seting the numbers to what ever damage it should display.

    THEN:

    Allways -> Set alpha-blending coeffcient to AlphaCoef("Your Counter Object") + 6 (for example)
    -> Set the Speed of the Counter object to, Set speed to Speed("Your Counter Object")-1

    Speed of ("Your Counter Object")<= 0 -> Destroy

    The higher your speed is, the longer the object will last. I used speed 40, and with the settnings turnd to 50 cycles per second the counter will last 0,8 seconds and fade out throught out it's life. if you adjust the speed make sure you alpha blend Coef will still reach around 255.

  2. #12
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    Quote Originally Posted by Radical View Post
    I don't know if the blitter object works with the ios extensions, but here is a way i did it with out any extensions:

    The Counter object should for example have bounching movement, allowing you to pick a direction for it when created, 8 (north/up). Set the speed of the Counter object to around 40. This will be the life of the object.
    When ever your the damage counter should occurer create a counter, seting the numbers to what ever damage it should display.

    THEN:

    Allways -> Set alpha-blending coeffcient to AlphaCoef("Your Counter Object") + 6 (for example)
    -> Set the Speed of the Counter object to, Set speed to Speed("Your Counter Object")-1

    Speed of ("Your Counter Object")<= 0 -> Destroy

    The higher your speed is, the longer the object will last. I used speed 40, and with the settnings turnd to 50 cycles per second the counter will last 0,8 seconds and fade out throught out it's life. if you adjust the speed make sure you alpha blend Coef will still reach around 255.
    This is somewhat like something that I've done before. It works like a charm, really. However, I detected how much the object had faded, VS. detecting when its speed is 0. Also, it doesn't slow down as it moves higher up when I made something like what you did. Similar concept, though (using the alpha-blending coefficient to make the object fade, and, after something in particular happens, destroy the object). Also, I used a string object instead of a counter, so that I can make it say "X Critical!" when it crits (with X being the amount of damage dealt). Anyway, your method works somewhat similar to mine.

  3. #13
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    Konidias's Avatar
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    (notices the thread is several years old)

    The best method for this nowadays is to just roll your own text blitting events (without the need for an extension) and then you can do whatever you want with the numbers/text since they are images.

  4. #14
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    happygreenfrog's Avatar
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    Quote Originally Posted by Konidias View Post
    (notices the thread is several years old)
    Oops! I didn't realize that when I posted!

  5. #15
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    Me either, noticed it right after I posted. Just happen to stubble upon it when searching for how other people did it.

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