Layered lifebars #897
Replies: 3 comments
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This should be a fairly simple implementation, imo. |
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I remember Gacel mentioning this at some point. How thing works right now: ;Player 1 We could have something like this: p1.tank0.pos = 320,0 p1.tank1.pos = 320,0 Tank1 would overlap tank0 to keep the consistency on how things work so far. And for the sake of compatibility with old bars: "p1.tank0.pos" = "p1.pos". Edit: I forgot a parameter to indicate when to switch between tanks so I added it. For example: p1.tank0.enabled = 50,0 With "tank1" overlapping "tank0", tank 1 would be active as long as the player's health is between 100% and 51%, while tank0 would work from 50% to 0%. |
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Is it possible to make the timing of tank switching a real number instead of a percentage of life, as in Kirby Fighters 2? |
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I'd be cool to see Lifebar support for multiple front elements layering on top of each other (usually 2 or 3 layers), each representing a fraction of the character's HP similar to the levelbars feature of the Powerbar, if possible with layers being divided automatically depending per character max life stat.
Some examples I can think of are Real Bout Fatal Fury, Advanced Variable Geo 2 and SVC Chaos.

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