(06) Designing HUD - nroflmao/NesMakerHelp GitHub Wiki
1: Click on "HUD & Boxes" on the left hand pane.
1.A: Put in the coordinates of your first screen in the "Demo Screen X/Y" inputs.
1.B: Drag rectangles for the sizes of your HUD, Playable Area, Textbox area, and Monster Spawn Area.
Issue #1 for caution regarding setting up your textbox area to avoid strange coloring effects.
Note: Refer to2: Return to Overworld to see HUD Overlay:
3: Load HUD graphics into the Pixel Editor and color using one of the Background Sub-Palettes.
3.A: Save graphics and overwrite the "HudTiles.bmp" tile in the GraphicAssets.
4: Click on the "HUD & Boxes" in the left pane and then the "Tiles" tab. Assign the HUD characters to the appropriate sprite in the tile.
NOTE: "F5" seems to be hardcoded to expect a "Blank" character for the Text Box. Ensure that the "F5" position in the tileset is Blank (it is incorrect in the image below)
5: Add a static text HUD Asset for player health ("Life"). Click on the "Hud Assets" tab and add a new asset. Set the Width and Height and use the tiles to create the asset as shown below.
6: Click on the "HUD Elements" Tab and select Element 1. Select "Hud Asset" as type and "Life" for Hud Asset. Use the X and Y boxes to position the asset in the HUD.
6.A: Export and Test to confirm the static HUD Asset is placed.
7: Add a variable HUD Asset for player health. Click on the "User Variables" tab and note that "myHealth" is already set up (per the Adventure Module).
7.A: Click on the "HUD Elements" tab and select Element 2. Choose "Var Tiles" type and this element should be pre-set to myHealth. Set the Max Value and use the "Full Tile" and "Empty Tile" buttons to choose the tiles for full and empty health. Use the X and Y to place the tile on the HUD diagram.
8: Go back to the Hud Assets Tab and Create static Hud Assets for "Keys" and "Cash".
NOTE: The following steps can be buggy, and if something is not responding/moving/etc then save and reload the project and it should update / work.
8.A: Click on the HUD Elements tab and make Element 3 a Hud Asset for Keys and place on HUD:
8.B: Set Element 4 to the Number type, it should be hard-coded to myKeys and set place on the HUD:
8.C: Set Element 5 to the Number type, it is hardcoded to myMoney and place on the HUD:
8.D: Set Element 6 to the HUD Asset for Cash and place on the HUD:
9: Click to the User Variables tab and set the initial value for myHealth.
10: Export and Test to check that everything looks good:
(I'm not sure yet why keys and cash show "111")