Round Health Display

In this tutorial, we will be making a round healthbar. There is only part that is challenging. If you don’t know how to rig/animate, it is advised that you stick with the other health bars I’ve made. Now, other than the animation aspect of this tutorial, everything else is virtually the same as the healthbar tutorial, so I won’t explain much of that.

Also included, are a fractional display (health left as the numerator, and max health as the denominator), and a percentage display (which displays what percent of health is left) I’ll go over those at the end of the tutorial. In the end, this is what you should have:

Step #1: Setting Up

Go ahead and go into top view (7 on the numpad), and then add a circle with 10 sides. Rotate it so that the right and left sides are vertical.

Now select the face that I did, and duplicate it (Ctrl + D, then right-click). Select the face under it, and delete it. Merge the following vertexes (Alt + M. select “to last” or “to first”)

Now select both vertexes in the middle of the circle, and merge them using the same technique as before.

Now you need to move the following vertex out of the way, to make rigging easier:

Now exit editmode (Tab), and add an actuator:

Move the top connector to the topmost vertex. Now extrude the center connector out to one of the other vertexes. Keep doing this all around. This is what I got when I was done:

Now, all you have to do is to extrude one more bone out on top of the bottom one, like above. Exit editmode (Tab), and parent the circle to the armature without creating groups. Now we can rig. Go into weight painting mode, and paint only one vertex per bone (each bone gets the vertex underneath it. Now, for the bottom bones, select one bone, and paint the bottommost vertex, then select the other, and paint the one we moved earlier. This is a quick snapshot of what I have now:

Now, we’re ready for the animation. Just be sure to move that vertex we moved before back to where it belongs.
Step #2: Animation

You may want to go ahead and add the texture to the mesh now, just to iron out the flaws as you go. We’ll start out by going to frame 100. enter Pose mode, and enter a rotation keyframe for all of the bones. Go to 90 (by pushing the Down Arrow), and move the bottom bone, which controls the right bottom vertex(illustrated above), and rotate it across the z-axis until it overlays the bone to its right.

Now, just add a rotation keyframe for the bones, press the down arrow (going back 10 keyframes), and rotate the overlapping bones to the bone on their right. Add a rot keyframe like before, and repeat this process, until you get to the last bone (you should be on frame 1 by that time). By then, you should have something like this:

Now just test the animation (Alt + A), and if everything looks okay, then go on to the next step.

Step #3: Scripting and Logic Bricks

Exit pose mode, and select just the Armature. Go into the logic bricks panel (F4), and change the logic bricks to something like this:


Now add the following script, called “healthBarScript”:

import GameLogic

cont = GameLogic.getCurrentController()
own = cont.getOwner()
own.percent = * 100 / own.healthMax

if > own.healthMax: = own.healthMax
if <= 0: = 0
    own.gameOver = 1

Step #4: Testing

You should now be able to Test it out. Press left and right to increase/decrease health.

Displaying Health as a Fraction or Percentage

This is pretty simple. Just add a plane where you want the percentage or fraction to be displayed. Now go to the section for the type you want, and change the logic bricks to what is in the picture




Download .Blend

Legend of Zelda-style Heart Bar Tutorial

This is a quick tutorial for making a heart bar, like those on the Legend of Zelda games. When you’re done, you should have something similar to this:

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Health Bar Tutorial

In this tutorial, you will learn how to make a very portable health bar. The more green it is, the more health you have, and the more red the bar is, the less health you have. This technique is fairly simple, and pretty easy to implement into your game. You will have something similar to this when you are complete:

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UV Texturing (mapping)

UV Texturing is how you texture inside of Blender. It can be quite difficult, so this tutorial will help you learn the basics of unwrapping/texturing simple meshes. You will also learn the basic techniques in unwrapping complex textures.

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GameGuide Part 3: Design

Design of a videogame includes a lot of different parts. You must design the story, an artstyle, a storyboard, characters, levels, items and all of the features (such as AI) in your game. This will be one of the most difficult parts of making the game. This is mostly because this is what the entire game will be based off of what we do here. If we make a lot of errors
in the design, there is a small chance that you will have to go back to where the problem is and redesign it. To begin, we will first talk about the storyline.


We have already discussed what you should include and exclude from your storyline, but now we’re going to talk a little about
how to get a decent art style from your story. First, read through your story and try to get a good picture (I usually try to make the story into a movie in my mind). If you’re having issues trying to get an artstyle for your game, then begin to think to yourself, “is this a horror game? Is it upbeat and happy? Is it full of violence, or is it a nice, fun arcade game?” By asking yourself what the game’s storyline is like, you can start making the artstyle. For instance, I want to make a nice, simple, happy little platformer. The artstyle will be colorful, and bodyparts and other proportions will be exaggerated if you were to go for colorful, and cartoony that is.


Now that you have a basic storyline and artstyle, we can begin making a storyboard. But first, we need to learn what a
storyboard actually is. Well, to simplify it down, it is much like a comic book, but usually not as pretty looking. You take hundreds of little papers and draw different scenes on them. Then you arrange them in chronological order and start posting them on a board, so everyone can get a better picture of what the game will be like. Here’s a small storyboard for a Yogi Bear short:

In this storyboard,  Each part of the scene is sequential, and includes sounds to include and some dialogue, too. You can also add arrows to show where something should go (if moving). Really, it can be as organized as you want it. The more details you can include, the less that the development staff has to assume or ask about, which can save time, and also makes sure you get results you want to see.

Designing Characters

We have our story, an art style, and a storyboard. Now it is time to move to some of the more detailed designs. Have the artists create detailed sketches of the characters. Have a side sketch, a front, and a back sketch made. It wouldn’t hurt to add some sketches of your characters doing something rather than standing straight with their arms stretched outwards. Work on improving the character’s look, then have the sketch cleaned up and colored. This will give the modelers a really good idea of what to do with the models. Remember to do this for all of the characters (no matter how small they may be), so that modelers/animators can get a good feel for the characters.

Designing Levels 

Level design is something that can be quite tricky. You must fit the artstyle, and make it functional/accessible to the character as well. Your artists may want to draw many (and I mean many) sketches, including:  maps (arial views of the level), sketches of different parts from different angles, and anything else you can make sketches of. Again, you need to color them after all of the details have been established for the modelers/animators.

Designing Items

Item design can be as simple or complicated you want. Try to make the items feel like they fit in with the artstyle and feel
of the game. Get sketches, clean them up/keep them detailed, then color them. You starting to get the drift? This is basically what you should do for every single little thing in the game.

Designing the Features

Go through all of the little details and get a list of all of the things you want to include (Health bar, item inventory, ammo,
ability to upgrade items, talking to villigers, etc.). When you have a list of everything you’d like to see in the game, start
speaking to programmers about what they think could make, then write a list of what they can make for the game. Some
features are harder to program than others, so you need to be sure you have experienced programmers that can handle
most of what you throw at them. If they cannot do most of what you want, just try to do without those features and simplify your game to the programmer’s abilities.

What Next?

Well, there shouldn’t be much more to design, unless you have vehicles or anything that I have not talked about (which you should make detailed designs for everything), then you are ready to begin modeling and creating the game. This means that, yes, we are done with the main design process. You may see yourself going back and making slight changes to your original design, which isn’t a bad thing at all.

<<Planning   |  Index  |   Modeling>>

Muting Sound

Muting/manipulating sound can be a rather difficult task. In this tutorial, you will learn how to set up this simple script to manipulate sound. I will be using this script to get a sound to mute, without stopping and having to restart, but you will be able to do much with this little script if you know how to use it. 😉

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How to Set Up a Network Game

This tutorial is not by me. It is by friend and co-admin of the forums, OldJim. He has been working on a network game template, called WSAG. It is an up and coming Network game template, and has been mentioned on different parts of the net. BZoo is the leading template, but his is coming up.

You can download his network game template and the tutorial HERE.

Again, thanks goes to all to OldJim 😀