This isn't the first time I've done something like this, I've never had any issue at all. Not sure where you got the idea that this being made in blockland would require so much to properly handle. I've done many gamemodes that use the same system im putting together here, not once has anybody has any issues. Nor have I experienced anything, like I said the game is handled entirely with events. The only thing I'd like to add that is cosmetic here is the hud itself. Also just to clarify there isn't any combos or anything like that in this, its just a simple weapon I got called action_melee that is set for the melee attacks, the only thing that makes each character unique is their abilities.
ok its your choice in the end. you should still shoot for playability above all else, as long as you have that there's no issue
Also regarding your point about using bottom text for the HUD info I wouldn't mind doing that, I would just need to know how you'd set it up like that.
say you have two player references: player1 and player2
function convertPlayerHealthToHealthBar(player)
dividedHealth = roundUp(player.maxhealth/10) //dividing it into 10 bars so its easy to fit
currHealth = roundUp(player.health/10) //current player health out of 10
lostHealth = dividedHealth-currHealth //player health thats been lost out of 10
barString1 = "<color:FF0000>" //part of health bar that shows amount of health
barString2 = "<color:888888>" //part of health bar that shows lost health
for (i until currHealth, i++)
barString1 += "| "
for (j until lostHealth, j++)
barString2 += "| "
return barString1 @ barString2 //combines the two bars
end functionthe above is pseudo code on in general how it should work. this will display the health bar
|||||||||||||| like this. if the player has half health it would be
||||||||||||||||
The above function you want to run on the first player in the fight and the second player of the fight. you need a reference to them somewhere. So maybe if they begin a match, create an object that contains a reference to the two players in the match
Then for each of the players in that match object, bottomPrintClient(player.client,'',convertPlayerHealthToBar(player1) SPC $matchtimeleft SPC convertPlayerHealthToBar(player1));
or something like that