Can I create this with Corona?

A 2D, top-down action game

A healing spell mechanic where the press of a button heals your character in the following way:
A “casting heal” that displays a casting bar and heals your character for X amount
A “heal-over-time” that heals for X amount each second.

A heal-on-it mechanic where your character heals himself when he deals damage.

If yes, how complex is the development of these mechanics using Corona and what would such a thing involve?

Thanks in advance for all of your input [import]uid: 230927 topic_id: 36217 reply_id: 336217[/import]

All your healing mechanics are extremely easy to do.

This is something I have done and you can view here:
http://youtu.be/6vli3bHocC4?t=3m17s

The corona simulator is on the left side, it shows taking damage, dealing damage, hp bars, no actual healing in this video but I have it implemented, however there is Health regen per second in the video as well. [import]uid: 77199 topic_id: 36217 reply_id: 143855[/import]

Thank you that was helpful. [import]uid: 230927 topic_id: 36217 reply_id: 143857[/import]

After getting started if you have any questions feel free to ask. Let me show you how simple healing is and also lifesteal:

function healOnClick( event )  
 if event.phase == "ended" then  
 heroHp = HeroHp + 20  
 end  
end  
  
healSpell:addEventListener( "touch", healOnClick )  
  
function healOverTime()  
 heroHp = heroHp + 5  
end  
  
HoTTimer = timer.performWithDelay( 1000, healOverTime, 0 )  
  
lifeSteal = 0.2   
-- aka 20%  
  
function doDamage()  
 heroDmg = totalDmg - enemyArmor  
 enemyHp = enemyHp - heroDmg  
 heroHp = heroDmg \* lifeSteal  
end  

Obviously your code will be more complicated than this, but it’s really easy. I didn’t add the casting heal because I’m lazy to write it. But all you have to do is create a rectangle and a timer that changes the xScale of the rectangle and another timer that casts the heal after 2 seconds and hides the bar after. Good luck
[import]uid: 77199 topic_id: 36217 reply_id: 143861[/import]

Wow didn’t expect all that help. Tyvm for taking the time [import]uid: 230927 topic_id: 36217 reply_id: 143863[/import]

Yes, that is possible. You need a very detailed plan of how your game is going to work. [I was wrong about the rest of my post. Fortunately…] [import]uid: 8271 topic_id: 36217 reply_id: 143850[/import]

My first Corona published game was a top down space shooter (space invaders/asteroids type game).

In the game, your ship takes damage when hit, but over time your shields regenerate , you can pick up power ups that restore your shields to max and every couple of levels your max shields would go up.

I found as a new Corona/Lua programmer (though I had over 30 years of programming experience) these concepts very easy to do with Lua. In face I had done a blog post on the subject of health bars:

http://omnigeek.robmiracle.com/2011/05/30/implementing-a-health-status-bar-in-corona-sdk/

It’s a bit dated, we don’t have the movieclip file any more, but it could be implemented with sprite sheets quite easily.

How complex depends on the rest of your game, but the idea of having a object with a health value that you add to or subtract from is pretty straight forward and showing some text or graphics representing the current health status is pretty straight forward too.
[import]uid: 199310 topic_id: 36217 reply_id: 143914[/import]

All your healing mechanics are extremely easy to do.

This is something I have done and you can view here:
http://youtu.be/6vli3bHocC4?t=3m17s

The corona simulator is on the left side, it shows taking damage, dealing damage, hp bars, no actual healing in this video but I have it implemented, however there is Health regen per second in the video as well. [import]uid: 77199 topic_id: 36217 reply_id: 143855[/import]

Thank you that was helpful. [import]uid: 230927 topic_id: 36217 reply_id: 143857[/import]

After getting started if you have any questions feel free to ask. Let me show you how simple healing is and also lifesteal:

function healOnClick( event )  
 if event.phase == "ended" then  
 heroHp = HeroHp + 20  
 end  
end  
  
healSpell:addEventListener( "touch", healOnClick )  
  
function healOverTime()  
 heroHp = heroHp + 5  
end  
  
HoTTimer = timer.performWithDelay( 1000, healOverTime, 0 )  
  
lifeSteal = 0.2   
-- aka 20%  
  
function doDamage()  
 heroDmg = totalDmg - enemyArmor  
 enemyHp = enemyHp - heroDmg  
 heroHp = heroDmg \* lifeSteal  
end  

Obviously your code will be more complicated than this, but it’s really easy. I didn’t add the casting heal because I’m lazy to write it. But all you have to do is create a rectangle and a timer that changes the xScale of the rectangle and another timer that casts the heal after 2 seconds and hides the bar after. Good luck
[import]uid: 77199 topic_id: 36217 reply_id: 143861[/import]

Wow didn’t expect all that help. Tyvm for taking the time [import]uid: 230927 topic_id: 36217 reply_id: 143863[/import]

Yes, that is possible. You need a very detailed plan of how your game is going to work. [I was wrong about the rest of my post. Fortunately…] [import]uid: 8271 topic_id: 36217 reply_id: 143850[/import]

My first Corona published game was a top down space shooter (space invaders/asteroids type game).

In the game, your ship takes damage when hit, but over time your shields regenerate , you can pick up power ups that restore your shields to max and every couple of levels your max shields would go up.

I found as a new Corona/Lua programmer (though I had over 30 years of programming experience) these concepts very easy to do with Lua. In face I had done a blog post on the subject of health bars:

http://omnigeek.robmiracle.com/2011/05/30/implementing-a-health-status-bar-in-corona-sdk/

It’s a bit dated, we don’t have the movieclip file any more, but it could be implemented with sprite sheets quite easily.

How complex depends on the rest of your game, but the idea of having a object with a health value that you add to or subtract from is pretty straight forward and showing some text or graphics representing the current health status is pretty straight forward too.
[import]uid: 199310 topic_id: 36217 reply_id: 143914[/import]

All your healing mechanics are extremely easy to do.

This is something I have done and you can view here:
http://youtu.be/6vli3bHocC4?t=3m17s

The corona simulator is on the left side, it shows taking damage, dealing damage, hp bars, no actual healing in this video but I have it implemented, however there is Health regen per second in the video as well. [import]uid: 77199 topic_id: 36217 reply_id: 143855[/import]

Thank you that was helpful. [import]uid: 230927 topic_id: 36217 reply_id: 143857[/import]

After getting started if you have any questions feel free to ask. Let me show you how simple healing is and also lifesteal:

function healOnClick( event )  
 if event.phase == "ended" then  
 heroHp = HeroHp + 20  
 end  
end  
  
healSpell:addEventListener( "touch", healOnClick )  
  
function healOverTime()  
 heroHp = heroHp + 5  
end  
  
HoTTimer = timer.performWithDelay( 1000, healOverTime, 0 )  
  
lifeSteal = 0.2   
-- aka 20%  
  
function doDamage()  
 heroDmg = totalDmg - enemyArmor  
 enemyHp = enemyHp - heroDmg  
 heroHp = heroDmg \* lifeSteal  
end  

Obviously your code will be more complicated than this, but it’s really easy. I didn’t add the casting heal because I’m lazy to write it. But all you have to do is create a rectangle and a timer that changes the xScale of the rectangle and another timer that casts the heal after 2 seconds and hides the bar after. Good luck
[import]uid: 77199 topic_id: 36217 reply_id: 143861[/import]

Wow didn’t expect all that help. Tyvm for taking the time [import]uid: 230927 topic_id: 36217 reply_id: 143863[/import]

Yes, that is possible. You need a very detailed plan of how your game is going to work. [I was wrong about the rest of my post. Fortunately…] [import]uid: 8271 topic_id: 36217 reply_id: 143850[/import]

My first Corona published game was a top down space shooter (space invaders/asteroids type game).

In the game, your ship takes damage when hit, but over time your shields regenerate , you can pick up power ups that restore your shields to max and every couple of levels your max shields would go up.

I found as a new Corona/Lua programmer (though I had over 30 years of programming experience) these concepts very easy to do with Lua. In face I had done a blog post on the subject of health bars:

http://omnigeek.robmiracle.com/2011/05/30/implementing-a-health-status-bar-in-corona-sdk/

It’s a bit dated, we don’t have the movieclip file any more, but it could be implemented with sprite sheets quite easily.

How complex depends on the rest of your game, but the idea of having a object with a health value that you add to or subtract from is pretty straight forward and showing some text or graphics representing the current health status is pretty straight forward too.
[import]uid: 199310 topic_id: 36217 reply_id: 143914[/import]

All your healing mechanics are extremely easy to do.

This is something I have done and you can view here:
http://youtu.be/6vli3bHocC4?t=3m17s

The corona simulator is on the left side, it shows taking damage, dealing damage, hp bars, no actual healing in this video but I have it implemented, however there is Health regen per second in the video as well. [import]uid: 77199 topic_id: 36217 reply_id: 143855[/import]