Flying texts give a visual feedback (e.g. displaying the damage of an attack) to what’s happening in a battle.

First, we’ll create a Move Event – a simple type of event that we can use to animate (move) a flying text in the scene.

It moves!

Open the ORK Framework editor and navigate to Events. Click on New Move Event to create a new move event.

A move event is a simple event that can be used to move objects around.

gametutorial_19_notifications1

We’re creating a move event that will randomly move our flying text object into a direction.

Fade Object

Add > Animation + Audio > Fade > Fade Object

We want to fade the object from no alpha to full alpha.

  • Wait
    Disable this setting.
  • Time
    Set to 0.25.
  • Interpolation
    Select Linear.
  • Fade Alpha
    Enable this setting.
  • Fade Red/Green/Blue
    Disable this settings.
  • Start Color
    Set alpha (A) to 0.
  • End Color
    Set alpha (A) to 1.

Random

Add > Base > Random

This step will randomly execute one of the connected steps – we want to connect three steps, so add them by clicking on Add Step.

Move Into Direction 1

Add > Movement > Movement > Move Into Direction

Moves the object into a defined direction.

  • Time (s)
    Set to 3.
  • Wait
    Disable this setting.
  • Speed Type
    Select Value.
  • Speed
    Set to 1.
  • Value Type (Direction)
    Select Value.
  • Value (Direction)
    Set to X=1, Y=0, Z=0.
  • Local Space
    Enable this setting.

The rest of this step’s settings can be ignored.

Copy this step two times, connect them to the random step and change the following settings.

Move Into Direction 2

  • Value (Direction)
    Set to X=0, Y=1, Z=0.

Move Into Direction 3

  • Value (Direction)
    Set to X=0, Y=0, Z=1.

Wait

Add > Base > Wait

  • Time (s)
    Set to 2.5.

Fade Object

Add > Animation + Audio > Fade > Fade Object

We want to fade the object from full alpha to no alpha.

  • Wait
    Enable this setting.
  • Time
    Set to 0.25.
  • Interpolation
    Select Linear.
  • Fade Alpha
    Enable this setting.
  • Fade Red/Green/Blue
    Disable this settings.
  • Start Color
    Set alpha (A) to 1.
  • End Color
    Set alpha (A) to 0.

That’s it for our move event – click on Save Event and save it as notification1 in Assets/Events/Move/.

Status value flying texts

Now we set up how to display changes to HP and MP. Navigate to Status > Status Values.

First, select HP and change the following settings.

Flying Text Settings

Click on Add Flying Text to add flying text settings.

Flying Text 0

  • Player
    Enable this setting.
  • Ally
    Enable this setting.
  • Enemy
    Disable this setting.

We want the damage flying text for player and enemy combatants to use different colors, that’s why we disabled Enemy here.

Refresh

This flying text will display positive changes to the status value (i.e. healing/refreshing).

  • Show Flying Text
    Enable this setting.
  • Text (English)
    Set to +%.
    The % sign will be replaced with the actual value.
  • Text Color
    Select Green.
  • Count to Value
    Enable this setting.
    With this setting enabled, the flying text will count to the real value instead displaying the value right away.
  • Start from (%)
    Set to 50.
    We will start counting from 50 % of the real value – e.g. counting from 10 to 20.
  • Interpolation
    Select Ease Out Quad.
    The counting will slow down at the end.
  • Time (s)
    Set to 1.
    The counting will take 1 second.
  • Move Event Asset
    Select notification1.
  • Destroy Time
    Set to 3.

Now, we also want to flash the game object of the combatant.

  • Use Flash
    Enable this setting.
  • Flash Children
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interpolation
    Set to Linear.
  • Fade Alpha
    Disable this setting.
  • Fade Red/Green/Blue
    Enable this settings.
  • Start Color
    Select a white color (R=1, G=1, B=1).
  • End Color
    Select a green color (R=0, G=1, B=0).

Damage

This flying text will display negative changes to the status value (i.e. damage).

  • Show Flying Text
    Enable this setting.
  • Text (English)
    Set to -%.
    The % sign will be replaced with the actual value.
  • Text Color
    Select Red.
  • Count to Value
    Enable this setting.
  • Start from (%)
    Set to 50.
  • Interpolation
    Select Ease Out Quad.
  • Time (s)
    Set to 1.
  • Move Event Asset
    Select notification1.
  • Destroy Time
    Set to 3.

Now, we also want to flash the game object of the combatant.

  • Use Flash
    Enable this setting.
  • Flash Children
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interpolation
    Set to Linear.
  • Fade Alpha
    Disable this setting.
  • Fade Red/Green/Blue
    Enable this settings.
  • Start Color
    Select a white color (R=1, G=1, B=1).
  • End Color
    Select a red color (R=1, G=0, B=0).

That’s it for the player/ally flying texts – scroll back up to Flying Text 0 and click on the Copy button to duplicate the settings (since all we want to do is use a different color for enemy damage).

Flying Text 1

  • Player
    Disable this setting.
  • Ally
    Disable this setting.
  • Enemy
    Enable this setting.

Damage

  • Text Color
    Select Default Text.

That’s it for the HP.

Now, select MP from the list and change the following settings.

Flying Text Settings

Click on Add Flying Text to add flying text settings.

Flying Text 0

  • Player
    Enable this setting.
  • Ally
    Enable this setting.
  • Enemy
    Enable this setting.

Refresh

  • Show Flying Text
    Enable this setting.
  • Text (English)
    Set to +%.
  • Text Color
    Select Blue.
  • Count to Value
    Enable this setting.
  • Start from (%)
    Set to 50.
  • Interpolation
    Select Ease Out Quad.
  • Time (s)
    Set to 1.
  • Move Event Asset
    Select notification1.
  • Destroy Time
    Set to 3.

That’s it for MP, we only want to display a refreshing number, no flash or damage display.

Click on Save Settings and close the ORK Framework editor.

Testing again

Open the main menu scene (0 Main Menu) and hit Play. Walk outside of the town and into the battle. Now, at least, you’ll see what’s going on regarding the status value changes from attacks, abilities and items.

gametutorial_19_notifications2

In case you’re wondering why you’ll sometimes (or often) can simply walk around after a few rounds and the enemy is still standing around – that’s because you’re dead, and there is no Battle End Event yet that will handle this situation. But that’s a topic for another tutorial.

And that’s it for now – the next lesson will cover animating the battle.