Health (Behaviours)

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Post » Sat Jul 02, 2016 3:37 pm

I appreciate your help trouble shooting this issue. You were correct, it was actually an error on my end. Thanks for the support and for making this handy add-on. 😊
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Post » Sun Jul 03, 2016 10:40 pm

Gaffy wrote:I appreciate your help trouble shooting this issue. You were correct, it was actually an error on my end. Thanks for the support and for making this handy add-on. 😊


I'm glad to hear it. It would have been too bad if you needed to reinvent a health system for every game you make even after purchasing this addon.

Thank you for your purchase, I'm always available for any further issue with the addon. Have fun using it! ;)
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Post » Sun Jun 04, 2017 2:02 am

Hi everyone,

I'm currently working on a new update for the Health behavior with new features and many more examples to illustrate how to implement an advanced health system in your game. I will also try to shoot some tutorial videos, and update my website to add a page for this plugin. My website is still offline for now, apologies for that.

The price will increase to reflect the content of the new product. So if you haven't purchased this yet, hurry up and buy a license! Of course, if you're already a customer, you will get the update for free.

I wish to thank everyone who sent me their feedback by email, you are always welcome to suggest new features or to report bugs. I will try my best to go through my todo list and get these features in the next version.

For now, I'm planning on adding these features to Health 1.1 :
  • Regenerating health points: will automatically refill health points over time after being damaged.
  • Damage transfer to make an object transfer the damage taken to another object, useful for giant bosses that are made of many objects. You'll want the damage taken by each limb or part to be transferred to the main boss object.
  • More example projects on creating a health bar, having both health and armor like in Doom or Halo, implementing damage transfer, and a shoot-them-up example that will showcase all the features of the behavior so you can get a better idea on how everything works together.

If you have other suggestions, please leave them in response to this post, or by sending me an email to [email protected].
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Post » Mon Jul 03, 2017 10:46 am

Version 1.1 is pending review. Thank you all for the precious feedback.

Changes:
  • Added the HealthRegen behavior to regenerate points over time.
  • Added the On Revived condition
  • Added more examples: shoot-them-up, health bar, armor and mana systems, and other health mechanics.
  • Rewriting of some ACE descriptions for more clarity.
  • More detailed manual. Added some frequently asked questions.
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Post » Fri Jul 14, 2017 9:03 pm

Hey! Love your health behavior and how you presented it! (getting it soon)

I was wondering if it would be possible to make an Item+Inventory Behavior?

Example:

**Item Behavior assigned to object_1. Object_1 can now be picked up or dropped by player/enemy (or both).

- Can add particle effects to item
- Item can move around or have pathways that player has to follow and chase to get it
- Can change how it looks and could start another event (like picking up a gem and a boss appears or many smaller enemies)
- Item can be equipped by player/enemy (or both)

**Inventory Behavior assigned to player/object (chest, player/players, bags, etc). Player/Bag/object etc, item goes into one of these.

- Object with this behavior acts as the vessel to contain the item when it gets picked up and can be dropped from it (box, chest, player, bag, etc).
- Item can drop from Enemies or players if they get killed
- single or double click, press of button, or touch can equip the item, use it, activate, or drop.
- Can change how the inventory looks (a box shape with scroll features maybe, or anything you could think of)
- Game could be paused with a Yes/no option with the behavior (toggles everything off maybe when inventory opens up?)
- The amount of that item that can be stored in the same slot in the bag, etc

Not sure if this is how it would work, but I gave it some thought.. lol

Very hard to make an inventory and it takes a long time to make items pick up or drop etc. Still learning how to do it :(.
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Post » Sat Jul 15, 2017 7:13 am

IronHeart wrote:Hey! Love your health behavior and how you presented it! (getting it soon)

I was wondering if it would be possible to make an Item+Inventory Behavior?

Example:

**Item Behavior assigned to object_1. Object_1 can now be picked up or dropped by player/enemy (or both).

- Can add particle effects to item
- Item can move around or have pathways that player has to follow and chase to get it
- Can change how it looks and could start another event (like picking up a gem and a boss appears or many smaller enemies)
- Item can be equipped by player/enemy (or both)

**Inventory Behavior assigned to player/object (chest, player/players, bags, etc). Player/Bag/object etc, item goes into one of these.

- Object with this behavior acts as the vessel to contain the item when it gets picked up and can be dropped from it (box, chest, player, bag, etc).
- Item can drop from Enemies or players if they get killed
- single or double click, press of button, or touch can equip the item, use it, activate, or drop.
- Can change how the inventory looks (a box shape with scroll features maybe, or anything you could think of)
- Game could be paused with a Yes/no option with the behavior (toggles everything off maybe when inventory opens up?)
- The amount of that item that can be stored in the same slot in the bag, etc

Not sure if this is how it would work, but I gave it some thought.. lol

Very hard to make an inventory and it takes a long time to make items pick up or drop etc. Still learning how to do it :(.


Thanks for the kind words. This behavior has evolved a lot thanks to the user feedback I'm getting, I'm quite proud of how it turned out to be.

You have some great ideas, thanks for sharing them. I will look into them as soon as possible.

Since this is the support thread for the Health behavior, let's continue this conversation by email (gameplaypassion @ gmail.com), feel free to send me any suggestion you have.
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