I know this is kinda off topic but making a fighter in blockland is a pretty bad idea. Blockland's netcode can't handle much properly in realtime and since fighting games require such perfect response between client and server it won't end up working good in any way possible unless done over a LAN or single player. Most fighting games that handle online play use a special kind of rollback / predictive input manager that will try to assume each client's next input which will make it so even if someone's lagging their input will be received in time, and if the input predicted is incorrect it will simply rollback to the previous state and apply the new input.
You may think like 'maybe only players with good ping should play' but even 50-60 ms is enough of a delay to mess up input. And, if you ping suddenly jumps, combo moves will definitely forget up entirely as well as each client's interpretation of it
Not only that but you should usually refrain from designing UI and instead opt for center or bottom print text to display information. If you design a UI you have to redistribute it to every client on the server and that becomes pretty painful to manage, especially when updating code
You could essentially do the same thing as a health bar with something like this
|||||||||||||| 60 ||||||||||||||
--0 ---
its readable for all clients on their machine, it doesn't mess up when you rescale your screen, and its all handled in the server.cs so updating it is incredibly easy and clients have almost no bearing on the process
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 had 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.
There is nothing to advanced here, everything that is seen when playing is simple stuff that anybody can do on there own server. There's no advanced system, there's an energy mechanic for the abilities which just uses the normal energy system built into blockland, all the abilities are handled with VCE this is nothing new, and everything else just goes through with onactive events to prepare the game which is ran in Slayer. I also ain't adding rounds to the game because honestly I think that would require scripting to do, I again don't really have that kind of experience outside of blocklands events which is what I heavily depend on when making a gamemode. It feels like a fighter but I guess you can say plays out like a deathmatch with just melee only weapons and some abilities, however it plays like a 2D oldschool fighter like street fighter since that's how I put the maps together and how I've added a camera to spectate the players as they fight from a side scrolling perspective.
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.