A
ajan-ko
Guest
GM Version: 1.4
Target Platform: ALL
Download:
Basic Version:
https://drive.google.com/file/d/0B4RFnFOGRq0dRmNKYVZFUFRxUUU/view?usp=sharing
Glowing Version:
https://drive.google.com/open?id=0B6m5-by1DNyMelY1R2NRdWpNZ0k
Summary:
This is basic health bar tutorial
So basically, I cut the sprite the into 3 parts. Left, Right, and center with 1 pixel width.
I'm bad at explaining things XD. Download the code from link above.
Create Event
Draw Code
The process pretty simple:
Step 1: draw spr_health_bar_fill (just 1 pixel width sprite with white color)
Step 2: draw spr_health_bar_center
Step 3: draw spr_health_bar_left
Step 4: draw spr_health_bar_right
Actually, you can make it shiny and stuff like draw substract.
My favorite probably the log horizon health effect, that's was rad.
Probably using shader and stuff. I remember somebody tell me about underwater shader tutorial.
Edit:
Already get the trick to make it shiny... The problem is how to make it textured.
Target Platform: ALL
Download:
Basic Version:
https://drive.google.com/file/d/0B4RFnFOGRq0dRmNKYVZFUFRxUUU/view?usp=sharing
Glowing Version:
https://drive.google.com/open?id=0B6m5-by1DNyMelY1R2NRdWpNZ0k
Summary:
This is basic health bar tutorial
So basically, I cut the sprite the into 3 parts. Left, Right, and center with 1 pixel width.
I'm bad at explaining things XD. Download the code from link above.
Create Event
Code:
global.max_hp=400;
global.hp=global.max_hp*0.5;
//toggle hsv_effect
hsv_effect=1;
//minimum hsv and max hsv, max 255
hsv_min=20; //red
hsv_max=120; //green/blue
hsv=hsv_min;
hsv_inc=0.2; //incremental hsv
saturation=200;
Code:
//Health bar position
posx=x;
posy=y;
//max hp bug (if your hp max, it will stop at max_hp)
if global.hp>global.max_hp global.hp=global.max_hp
hsv=hsv_min;
for (i= 0;i<global.hp;i++){
//draw the color effect
if hsv < hsv_max and hsv_effect {
hsv+=hsv_inc;
}
//create the color
col=make_colour_hsv(hsv,saturation,200);
//draw the health fill
draw_sprite_ext(spr_health_bar_fill,0,posx+i,posy,1,1,0,col,1);
}
//draw the health center
for (i= 0;i<global.max_hp;i++){
draw_sprite(spr_health_bar_center,0,posx+i,posy);
}
//draw the health left bar, adjust if needed
left_posx=0;
left_posy=0;
draw_sprite(spr_health_bar_left,0,posx+left_posx,posy+left_posy);
//draw the health right bar, adjust if needed
right_posx=0;
right_posy=0;
draw_sprite(spr_health_bar_right,0,posx+global.max_hp+right_posx,posy+right_posy);
Step 1: draw spr_health_bar_fill (just 1 pixel width sprite with white color)
Step 2: draw spr_health_bar_center
Step 3: draw spr_health_bar_left
Step 4: draw spr_health_bar_right
Actually, you can make it shiny and stuff like draw substract.
My favorite probably the log horizon health effect, that's was rad.
Probably using shader and stuff. I remember somebody tell me about underwater shader tutorial.
Edit:
Already get the trick to make it shiny... The problem is how to make it textured.
Last edited: