| QUOTE (Latia @ May 31 2008, 06:27 AM) | | He´s using MMF2.Like I said,Counter object-Preferences-set type to Animation. |
This will require much work to manually animate the counter.
Here's what you do to get around that:
Make a simple background object of a full Mega Man 1 life bar, with all the pellets. Set it not to scroll with the frame, of course. Place it on a higher layer so that none of the enemies / backdrops appear above it.
Put a Counter on top of this backdrop, make it black, change it to the exact size as the life bar, and set it to not scroll with the frame. Make it count from the top to the bottom, and set its maximum value to the amount of life pellets you have (in NES Mega Man, this is about 27 or so?) This will make every 1 from that Counter correspond to 1 on the pellet bar.
Set that Counter to the maximum life MegaMan can have (27 if I was right before), minus the amount of health he has now. This will consume an extra variable for MegaMan's actual current health, which I usually make an alterable value on another object.
So, you will have three things to do this:
1. An active object with an alterable value representing MegaMan's current health. 2. A backdrop object of a full life bar (27 pellets) with "Scroll with frame" unchecked. 3. A black counter on top of the life bar with its exact width/height specifications, counting from the top being 0 to the bottom being 27, with "Scroll with frame" and "Display as background" unchecked.
And you will do this:
1. Make sure whether I was right and that it's really 27 pellets max. 2. Set the black counter to 27 - MegaMan's current health.
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