Perhaps you can divide the rounds into parts of sixty seconds, if nothing works.
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Try to make it so the bar size changes with the time. You can do that with a loop.
local RoundTime = tick()+InsertRoundTime
while tick() < StartTime+RoundTime do
Bar.Size = UDim2.new(tick()/RoundTime,0,1,0)
game:GetService("RunService").PreRender:Wait()
end
You can do it in any way you want, like instead of using a loop you could use RunService.PreRender for that.
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Sure, you can also do the calculations yourself. I used to do that before knowing TweenService
existed .
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@CaptainD_veloper, adding onto this point here, you could separate it into 40-second segments and have multiple bars that are sequentially tweened back, sort of like how the health bars in Yakuza are, with one colour revealing another and another until the last bar starts depleting. Might be a worthwhile thought if you want to retain smoothness of your animations yet still maintain the round length.
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That could be cool! I will test how it looks.