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Game: mrbb (Change)Type: game (Change)
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The Suggestion...
object goblin:
event draw:
set the color (any color)
(you can skip this action, but if you do the health bar will be white)
draw a rectangle (relative position (-16,8), (-16+goblinhealth(two things here, make sure to initialise the variable, and make sure that the variable is not global), 12)
draw a sprite(goblin, relative position 0,0)
(don't skip this action or the goblin will be invisible)
Comments
OH I got game maker recently and have tested some MR element like charging spells above then them at my animated ninjas with health bars with success. Runs a whole lot smoother than I expected it to.
Sketch:how did youi get the spell charge to work?
Sorry lokey, I meant to also have asked sketch how he got the spell explosion to work.
I will release my source code in full once the game is closer to what I want it to be.
The short version of how I did it is:
globalLeftPress event check my wizards current blast size. If it is 0 it creates a new one and I exchange ids so they can reference eachother.
If the wizards blast size is greater than 0 I add his charge_speed to his blast size. Every step the blast moves itself over Merlins head and transforms itself to the right size.
When you release the mouse button it creates an invisible object at the mouse position and sends the blast towards that object. When the blast and object colide it creates a new object of the right size and I active a script I wrote to check the location of moveable_objects if they are in range is deals damage and force relitive to the blast_size and distance. That is the basic concept. But I will release my source. Err.. sorry for getting off topic.
The short version of how I did it is:
globalLeftPress event check my wizards current blast size. If it is 0 it creates a new one and I exchange ids so they can reference eachother.
If the wizards blast size is greater than 0 I add his charge_speed to his blast size. Every step the blast moves itself over Merlins head and transforms itself to the right size.
When you release the mouse button it creates an invisible object at the mouse position and sends the blast towards that object. When the blast and object colide it creates a new object of the right size and I active a script I wrote to check the location of moveable_objects if they are in range is deals damage and force relitive to the blast_size and distance. That is the basic concept. But I will release my source. Err.. sorry for getting off topic.
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how to make a health bar