Been a while since I last posted something on here! I went ahead & experimented with a couple of UI & Health Changing effects, and it resulted in a pretty cool Damage Indicator! Now of course I’d need to show visual examples Which is why I brought a couple of friends with me! Meet the Rodneys!
Now, each of these mates have different effects on what they do:
Rodney The I (Green) will heal you back up!
Rodney The II (White) will damage you a bit
Rodney The III (Red) will insta-kill you
Now, what if I were to touch each & every one of the Rodneys?
White:
Green:
Red:
There are 3 Colors whenever your Health Changes as you can see:
The New Updated One:
If the Color is Red, you have taken damage
If the Color is Green, you have regained health
If the Color is Grey, your Health is the same
I just thought I’d share this out & see what y’all think? As per usual, I’d appreciate any feedback given!
It looks like you’re tweening the TextTransparency but not the TextStrokeTranparency, leaving us with a clunky transition from visible to not-visible. Other than that, neat creation.
Go ahead and try it and see for yourself. The TextStrokeTranparency property is basically the transparency of the Text Stroke (basically the outline). Right now it’s at zero but you should also tween it along with the TextTransparency. Remember, the third argument of TweenService:Create() is a table, so you can fit it in just fine.