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Author Topic: Hero Damage Animation Tutorial  (Read 2935 times)

Offline Rahl

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Hero Damage Animation Tutorial
« on: February 26, 2009, 05:02:21 PM »

This is a tutorial to show you how to make the damage done to your character shown just aboce his head. It can be adjusted to be shown somewhere else, but for this tutorial we will put it just above his head.

This script in the following screenshots checks for change in the hero's Hp ever .1 seconds. Variable A checks heros Hp waits .1 second and Variable B checks it again. The brach checks if in the .1 seconds Variable A is lower than Variable B, and if so it subtracts Variable B from A (A-B= Damage Done) and shows damage accordingly throught branches. This is only a very good system if you wish to keep your damage considerably low. For this example and my own game I have maxed out the damage at 20. Enjoy.









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Offline Rahl

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Re: Hero Damage Animation Tutorial
« Reply #1 on: February 26, 2009, 05:11:39 PM »
Pictures suck at coordinates and really started pissing me off, so I just went with battle animations.
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Offline Rahl

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Re: Hero Damage Animation Tutorial
« Reply #2 on: February 26, 2009, 05:17:06 PM »
Well only one battle animation can be shown at a time and I would have modulated, but seeing as how only one can be shown yit wouldn't have worked. I didnt see any way around it.
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Offline Prpl_Mage

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Re: Hero Damage Animation Tutorial
« Reply #3 on: February 26, 2009, 05:50:28 PM »
I made the hero's attack being him changing sprite so that it looked like an attack and used battle animations for dmg numbers.
Your way seems to work pretty well though.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

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