Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Search
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
hyperPad

hyperPad Forum

  1. Home
  2. Help and Support
  3. How to update scoring rollover's graphical representation?

How to update scoring rollover's graphical representation?

Scheduled Pinned Locked Moved Help and Support
4 Posts 2 Posters 365 Views 2 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    My game has dozens of rollovers. Each of these, when the character rolls over them, generate a score.

    They start by generating 100 points for each rollover.

    Individually, they increment in value, based on the number of times they've been rolled over. And other influences from the game state.

    The graphic representing the score for each rollover is made of two visual elements, an outline and a fill. They use different blend modes, and animate at different rates when rolled over. Hence the need for two different graphical elements.

    Neither of these elements is the rollover. That's another visual element with geometry attached to it, which detects when it's rolled over.

    This is the actual rollover. When it's rolled over, it broadcasts a message to the unique ID of textual graphical elements and effects elements related to it, and they animate accordingly.

    How do I best change the value of the scores (the two textual graphical elements) in this process, in hyperPad?

    Things start out with the scores greyed out: 100 outline and 100 fill graphics sit ontop of the rollover in a non-activated visual state that cues the player to consider them scoring rollovers. Muted saturation and low opacity.

    They rollover, everything animates.

    The next rollover may happen very soon after, before the animations are finished playing. I don't mind if the running animations are destroyed before incomplete, so long as the new graphical scores representations are instantly loaded and animated in the same manner.

    But how do I chain this so I have:

    100 Outline
    100 Fill

    replaced by

    250 Outline
    250 Fill

    then

    500 Outline
    500 Fill

    then

    750 Outline
    750 Fill

    etc...

    for all of the dozens of rollovers, whenever they need their score graphic updated?

    D 1 Reply Last reply
    0
    • D Deeeds

      My game has dozens of rollovers. Each of these, when the character rolls over them, generate a score.

      They start by generating 100 points for each rollover.

      Individually, they increment in value, based on the number of times they've been rolled over. And other influences from the game state.

      The graphic representing the score for each rollover is made of two visual elements, an outline and a fill. They use different blend modes, and animate at different rates when rolled over. Hence the need for two different graphical elements.

      Neither of these elements is the rollover. That's another visual element with geometry attached to it, which detects when it's rolled over.

      This is the actual rollover. When it's rolled over, it broadcasts a message to the unique ID of textual graphical elements and effects elements related to it, and they animate accordingly.

      How do I best change the value of the scores (the two textual graphical elements) in this process, in hyperPad?

      Things start out with the scores greyed out: 100 outline and 100 fill graphics sit ontop of the rollover in a non-activated visual state that cues the player to consider them scoring rollovers. Muted saturation and low opacity.

      They rollover, everything animates.

      The next rollover may happen very soon after, before the animations are finished playing. I don't mind if the running animations are destroyed before incomplete, so long as the new graphical scores representations are instantly loaded and animated in the same manner.

      But how do I chain this so I have:

      100 Outline
      100 Fill

      replaced by

      250 Outline
      250 Fill

      then

      500 Outline
      500 Fill

      then

      750 Outline
      750 Fill

      etc...

      for all of the dozens of rollovers, whenever they need their score graphic updated?

      D Offline
      D Offline
      Deeeds
      wrote on last edited by
      #2
      This post is deleted!
      1 Reply Last reply
      0
      • T Offline
        T Offline
        Thecheater887
        wrote on last edited by
        #3

        I ...What?

        D 1 Reply Last reply
        0
        • T Thecheater887

          I ...What?

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #4

          @Thecheater887 It's alright, good sir.

          I found this does what I want:

          0_1512563121188_Image-1 copy.jpg

          1 Reply Last reply
          0

          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

          With your input, this post could be even better 💗

          Register Login
          Reply
          • Reply as topic
          Log in to reply
          • Oldest to Newest
          • Newest to Oldest
          • Most Votes


          • Login

          • Login or register to search.
          • First post
            Last post
          0
          • Categories
          • Recent
          • Tags
          • Popular
          • Users
          • Search