New Dev File: Enemy Healthbar
Mr. magicman has released Enemy Healthbar v1.00. This super-cool script will add a floating healthbar above enemies, and it is super-easy to use.
I have to admit this file is really cool indeed, but I would prefer if they were little smaller and smoth in the corners so that they dont look like solid blocks
Good file. I'm don't like the graphics though. I agree they should smaller and rounder. I'd kinda would prefer green with a silver-ish background I think. So, good file, ugly graphics.
So why exactly do you load the health bar 4 times if you only use it 3?
Ok, sorry to triple post, but a bug and a question.
First, the tiny little bug. Your health bar is hittable.
Secondly, I edited the health bar graphics to something that I think looks much better. Could I (should I) upload my health bar graphics as a patch or something?
First, the tiny little bug. Your health bar is hittable.
Secondly, I edited the health bar graphics to something that I think looks much better. Could I (should I) upload my health bar graphics as a patch or something?
That is a hack to make the default thing working.
&size_seq = 850 + &arg1, but if &arg1 isn't given, it defaults to 0. So that's why I have loaded it in 850 as well. Of course I could have added another default-check, as I did with &arg2 and ¤t_sprite.
As for your other post: Sure, upload it. This is exactly why I placed instructions for changing graphics in the readme. The current ones were a quick paint-jobby anyway
EDIT: Hittable? Hmm, I must have overlooked that.
To fix, add sp_nohit(¤t_sprite, 1); in the main proc. Best place would probably be the very first line in main(), or the line after sp_que.
&size_seq = 850 + &arg1, but if &arg1 isn't given, it defaults to 0. So that's why I have loaded it in 850 as well. Of course I could have added another default-check, as I did with &arg2 and ¤t_sprite.
As for your other post: Sure, upload it. This is exactly why I placed instructions for changing graphics in the readme. The current ones were a quick paint-jobby anyway
EDIT: Hittable? Hmm, I must have overlooked that.
To fix, add sp_nohit(¤t_sprite, 1); in the main proc. Best place would probably be the very first line in main(), or the line after sp_que.
Ok, I think as a patch.. ummm I'll try that and they can deal with it if I'm wrong
About the graphics:
I've fixed the corners so it's not so boxy, there are 4 colors, and 3 sizes (different height) for each color. There is green on gray, green on red, red on gray, and yellow on red. As for the sizes, the first has one pixel of the interior color, second has two pixels, and third has three pixels. I'll add screen shots of the new bars as well.
About the graphics:
I've fixed the corners so it's not so boxy, there are 4 colors, and 3 sizes (different height) for each color. There is green on gray, green on red, red on gray, and yellow on red. As for the sizes, the first has one pixel of the interior color, second has two pixels, and third has three pixels. I'll add screen shots of the new bars as well.
Ok, I can't make a patch for someone else's file. I'll just upload it as a file and maybe someone could make a link in the description of your file or something.
I think that if you leave "special instructions", one of the staffers will figure it out. And they'll read this thread anyway
Ok I did that. First time I've looked at the update form since they made all these changes to the site.
Haha, this was the first time I ever got something on this site via an upload form. Yeah, I've been quiet for a few years
Hmm... instead of having rabidwolf9's 'Health Bars' being dependent upon magicman's 'Enemy Healthbar', wouldn't it be acceptable if 'Enemy Healthbar' was updated with rabidwolf9's spiffy health bars, and 'Enemy Healthbar' was now a collaborative effort between you two?
It's fine by me if it's ok with him.
This is very cool.
I can see every new D-Mod being released from now on having health bars on enemies. It solves the problem "Now how much HP does that darn boss have left!!"
I can see every new D-Mod being released from now on having health bars on enemies. It solves the problem "Now how much HP does that darn boss have left!!"
Cool stuff, magicman!
Coolness.I think I'm gonna get back to working on my
new dmod pretty soon here and I will be using this nifty
little healthbar.
new dmod pretty soon here and I will be using this nifty
little healthbar.
The health bar is a fantastic file, but I hope people don't just shove them into every d-mod from now on! I think I'll only use them for boss encounters.
Great work.
Great work.
Could make it distance-to-Dink dependent, so it wouldn't show up for every single creature on the screen.
That is incredibly awesome. Both in usefulness and inventiveness.
Now all we need to do is make a Dink Smallwood RTS and the healthbar will look completely appropriate too.
Sincerely,
The Vault Dweller
Now all we need to do is make a Dink Smallwood RTS and the healthbar will look completely appropriate too.
Sincerely,
The Vault Dweller