Back yet again, with a small thing this time! I went ahead and created this small health UI, which basically shows the current target’s HP whenever you hover them with your mouse! It plays a tween that changes their health up to their current state!
Of course it’s a small thing, but I’d appreciate any feedback or comments on what I could add/improve on it
Very cool, but the health bar seems a little slow getting to full, also I noticed that you haven’t made it disappear when you stop hovering your mouse over the NPC, so good luck finishing it!
@FluffyHuggles It’s actually cause it goes by a specific distance before the UI starts to disappear, cause when you’re wanting to move towards a specific target via using the Mouse.Move event, it keeps firing so often that it’ll keep disappearing & reappearing so much, so it does actually disappear, just from a specific distance I set it as, but I appreciate it nonetheless
@IceTheOneAndOnly There is actually another Health UI that I do reference that’s bigger than the one I showcased here, although I’m technically not that huge of a UI Designer I did what I could, I am unsure though what kind of font I should use and how to make it more “vibrant”
What? I mean yes, calling lots of functions like that should be handled properly, but it shouldn’t ruin too much performance with your local client, especially if you think it’ll make the game slower
That can be argued, but even if I had my old laptop (Which is a Dell Office), I’m pretty sure it’d still run just decent if I call the Mouse.Move() event
Performance yes is 1 major thing to consider in mind, but even using an old legacy Event such as Mouse.Move should work fine regardless, I’m unsure why you think that events such as those can cause a huge drop in frames and such
If you want to continue this discussion, do PM me cause we are getting off-topic here
I appreciate the suggestion, but I’d rather not do that
Using a MouseClick event just to check your Target’s HP is really unnecessary (If it was to check their stats, then yes I’d see a reason why to do that), plus this UI I’m using is for a game that has Tool objects so when a Player equips a Tool and accidentally clicks on a target, they would both overlap each other and both fire individual Events at the same time which can be an annoyance for players
wow that seems cool.I would reccomend adding it so the ui shows as a billboard gui above that player.Also,are you using Mouse.Move? its better to use raycast or something as mouse.move is a little glitchy and weird and i hate it.Ive seen alot of your posts and most of them look pretty cool.I still dont know why you havent made a cool game yet with all the knowledge you have.
The Mouse object provides a couple of built-in functions to easily reference your target, one example would be using Mouse.Target, which returns back the BasePart that the Mouse is currently hovering on & adding a .Parent along with that would be the Target’s Model you would be checking
Sure I could use Raycasting, but I’d rather use this for personal preference
It could be possible, but I’d rather just keep it as a 2D UI for the time being as I’m using this for a game, and there are some aspects to it that I’d like to keep for this specific UI
I actually have just for this specific purpose alone, mainly for this community to try out & check what I should add/change to it