Ikemen-GO
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Layered lifebars
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.
This should be a fairly simple implementation, imo. I may take a look at the go code and find a way to implement this.
I remember Gacel mentioning this at some point. I even made a design of how it might work in fight.def, but I never shared it for lack of opportunity. So I'll leave it here just in case:
How thing works right now:
;Player 1 p1.pos = 320,0 p1.bg0.anim = 0 p1.bg1.spr = 1,0 p1.bg2.spr = 2,0 p1.mid.spr = 3,0 p1.front.spr = 4,0 p1.range.x = -6,-433
We could have something like this:
p1.tank0.pos = 320,0 p1.tank0.bg0.anim = 0 p1.tank0.bg1.spr = 1,0 p1.tank0.bg2.spr = 2,0 p1.tank0.mid.spr = 3,0 p1.tank0.front.spr = 4,0 p1.tank0.range.x = -6,-433 p1.tank0.enabled = 50,0
p1.tank1.pos = 320,0 p1.tank1.bg0.anim = 10 p1.tank1.bg1.spr = 11,0 p1.tank1.bg2.spr = 12,0 p1.tank1.mid.spr = 13,0 p1.tank1.front.spr = 14,0 p1.tank1.range.x = -6,-433 p1.tank1.enabled = 100,51
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 p1.tank1.enabled = 100,51
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%.
Is it possible to make the timing of tank switching a real number instead of a percentage of life, as in Kirby Fighters 2?