Need help making GUI bar

Hello, I have general knowledge about gui’s and mainly create simple ones (loading screens, fading, etc). For my current game i was trying to make a GUI IQ bar that would decrease when touching a “Decreaser” part and Increase when getting a “IQ” part using proximity prompt. My issue is that i have no clue how to go about this. I tried to understand gui’s that I found on the internet but it didn’t help. Any help is appreciated. Thank you for your time!

4 Likes

This would be similar to making a health bar.

Setup

When making something like a progress bar, there will usually be 2 frames stacked on each other. The first one is a background frame:
Screenshot 2024-01-08 at 10.55.44 pm
Screenshot 2024-01-08 at 10.55.53 pm

Next, you need to make a second Frame and parent it to the background frame, which I named “Bar” in this case. The inside Frame is what will actually move to display the progress, which I named “Progress”.

Notice how I also added a UIListLayout to the Bar frame. This is to make sure that the Progress frame stays to the left at all times despite being resized.
Screenshot 2024-01-08 at 10.57.38 pm
Screenshot 2024-01-08 at 10.57.42 pm

Preferrably, the size of the Progress should be using Scale on the X and Y
Screenshot 2024-01-08 at 11.01.22 pm
Hopefully you’re familiar with Scale and Offset, but simple terms Scale is like the percentage of how much space of the parent the Frame will take up, with 0 being 0% and 1 being 100%. So if you set the Scale of the X size to 1, the Progress frame will cover the entire length of the Bar frame.

You want to keep the Y scale 1 so that the Progress frame is the same height at the bar frame at all times. When it comes to scripts, editing the X scale modifies how far the Progress frame goes.

Scripting

I set up a leaderboard for the IQ with a Script in ServerScriptService, assuming that’s how you want to store it:

local function Create(instance, name, parent)
	local new = Instance.new(instance)
	new.Name = name
	new.Parent = parent
	return new
end

local function OnPlayerAdded(player)
	Create("NumberValue", "IQ", Create("Folder", "leaderstats", player))
end

local players = game:GetService("Players")
players.PlayerAdded:Connect(OnPlayerAdded)

Next, I added another Script to ServerScriptService that will handle the Increaser and Decreaser parts, with the Decreaser part using a ProximityPrompt:


local players = game:GetService("Players")

local decreaser = workspace.Decreaser
local increaser = workspace.Increaser

increaser.Touched:Connect(function(hit)
	local player = players:GetPlayerFromCharacter(hit.Parent)
	if not player then return end
	
	player.leaderstats.IQ.Value += 1
end)

decreaser.ProximityPrompt.Triggered:Connect(function(player)
	player.leaderstats.IQ.Value -= 10
end)

Now, we just need to listen for value changes on the IQ NumberValue on the client and resize the Progress frame accordingly. However, it’s inevitable that you’ll need a max value, in this case I made it 50.

This is a LocalScript parented to the Progress frame. I also made it display the IQ over the Max IQ in the text label

local max = 50

local players = game:GetService("Players")
local client = players.LocalPlayer

local leaderstats = client:WaitForChild("leaderstats")
local iq = leaderstats:WaitForChild("IQ")

local function UpdateBar()
	local x = iq.Value / max
	script.Parent.Size = UDim2.new(x, 0, 1, 0)
	
	script.Parent.Parent.Parent.Label.Text = `IQ: {iq.Value}/{max}`
end

iq:GetPropertyChangedSignal("Value"):Connect(UpdateBar) -- Update the bar when value changes
UpdateBar() -- Reset the bar when player joins

To make it smoother, you can use tweens:

local max = 50

local tweenService = game:GetService("TweenService")

local players = game:GetService("Players")
local client = players.LocalPlayer

local leaderstats = client:WaitForChild("leaderstats")
local iq = leaderstats:WaitForChild("IQ")

local function UpdateBar()
	local x = iq.Value / max
	tweenService:Create(
		script.Parent,
		TweenInfo.new(
			0.25,
			Enum.EasingStyle.Sine,
			Enum.EasingDirection.InOut
		),
		{Size = UDim2.new(x, 0, 1, 0)}
	):Play()
	
	script.Parent.Parent.Parent.Label.Text = `IQ: {iq.Value}/{max}`
end

iq:GetPropertyChangedSignal("Value"):Connect(UpdateBar) -- Update the bar when value changes
UpdateBar() -- Reset the bar when player joins

Final Result

Game Flie:
Baseplate.rbxl (64.9 KB)

Keep in mind that the XP can still go below 0 and above 50, but I trust you’re capable of making those limits.

Heopfully this helps!

4 Likes

Wow! Thank you so much! I didn’t expect anyone to spend this much time explaining everything in detail!

1 Like

If you don’t like when the bar is at a low number and the UiCorner gets out of scale, you can use a UiGradient and change its offset based on the value. It is a lot easier!

1 Like

Hello, Thank you again for taking your time and creating the gui for me. Altough i have a question which is, how do i stop the bar from going into negative numbers and also how do i stop it from exceeding the set “50” value?. i tried to say

local function UpdateBar()
	local x = iq.Value / max
	if iq.Value == 50 then 
	return end
	tweenService:Create(
		script.Parent,
		TweenInfo.new(
			0.25,
			Enum.EasingStyle.Sine,
			Enum.EasingDirection.InOut
		),
		{Size = UDim2.new(x, 0, 1, 0)}
	):Play()

	
end

but that didn’t work );
this is the localscript that is inside the progress bar.
Thank you for your time

local function UpdateBar()
	local calc = iq.Value / max
	local x = calc > 1 and 1 or calc < 0 and 0 or calc
	tweenService:Create(
		script.Parent,
		TweenInfo.new(
			0.25,
			Enum.EasingStyle.Sine,
			Enum.EasingDirection.InOut
		),
		{Size = UDim2.new(x, 0, 1, 0)}
	):Play()
	
	script.Parent.Parent.Parent.Label.Text = `IQ: {iq.Value}/{max}`
end
1 Like

Thank you very much! that worked out perfectly

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