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HUD Tutorial - miroki123


This is just a quick guide of how to make a working HUD.
First of all, there are some concepts you should know about HUD (everything detailed on HUD wikipage):

Fields: Used to show numbers/text/graphics (can show also item/character graphics).
Timers: Update HUD information (this concept is only for interfaces) or Global timer.
Objects: Show a graphic stored on Effect resources.

IMPORTANT NOTE: To access anything related to a HUD, it must be turned ON before everything.



1 - Making a common bar.


A - Add a field.
B - Set the field to Graph.
C - Attach the retrieve value to whatever you want (character's HP for example)
D - If you want the bar to have a fix maximum size, add also a maximum value (if you want a maximum value that is not fix, use retrieve max value)
E - Set the orientation: vertical or horizontal bar.
F - Set the orientation you chose to align LEFT (horizontal) or TOP (vertical), and set the one you didn't chose to CENTER.
G - Adjust the size of the bar with Width and Height.
F - Maintain the distance from the edge you're adding the field (for example, if it's on the upper left side, make edging LEFT and TOP).



2 - Making a pie bar.


Same as before, except for the following:

A - Horizontal and Vertical alignment set to CENTER. Orientation doesn't matter here.
B - Width and Height must be the same (or it won't be a circle).
C - You also must pick Start and End Angles. The left one is the minimum value, and the right one is the max.



3 - Making a rotating dial.


Same as pie, except that Height must have a higher value than Width.



4 - Adding a text/number.


A - Add a field and set as Text/Graphic, select your font.
B - Retrieve the value you want (main character's weapon for example)
C - If it's a number you may also want to set a maximum value.
D - Align it so the text doesn't go off the screen (for example if you're placing the text on the right side, make it align to the right).
E - Set vertical alignment to center.
F - Align to the edges properly.



5 - Adding a graphic (items OR character faces).


A - Add a field and set as Text/Graphic.
B - Add the following code on retrieve value for ITEM: Item(Char("main").Equipment("Weapon")).Graphic
OR the following code for character's FACE: Char("main").Portrait
C - Don't change Width/Height if you want original size, for a higher size change them to equal numbers (ex: 256x256)



6 - Adding units counter (little hearts as HP).


A - Add a field and set it as Units.
B - Retrieve a value (character's HP to show one icon for each HP point of the character). Setting a maximum value will make missing units to be half-visible.
C - Width and Height stabilish the number of rows and columns, respectively.



7 - Hide/Show automatically using timer:


A - Create a timer, with initial/every interval = 40ms (or less for faster response, may lag).
B - On Every Timer Tick trigger, add:
-Comparison Branch, compare the first expression (X*) equal to None("").
*Replace X for: Current Vehicle, Current Turret, Current Equipment, etc)
-In the first node (X = NONE), make invisible everything the player shouldn't see (Event_Change Invisibility = ON).
-In the second node (X <> NONE), make visible everything the player should see (Event_Change Invisibility = OFF).




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