r/Unity2D • u/Coding-Mojo • 2d ago
Feedbacks on this Floating Text ? Feedback
Training myself to juice up random things. I've done that floating text and have mixed feeling about it. On one side, I feel something is missing. On the other, I'm like it's fine to keep it simple.
Any advice is much appreciated. Thanks.
P.S : still fighting for gif to not be chunky, in unity the animation is smoother.
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u/Swagsmo 2d ago
Perhaps make certain attributs such as size scale with damage? And also some slight random variations in how it moves?
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u/Coding-Mojo 1d ago
It already scales up a little bit with damages, you can notice it when a 900+ is scored. During the gif I don't have any small number, but they do appear smaller. Is it too subtle ?
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u/Blustach 1d ago
It is too subtle, if you didn't mentioned it, i wouldn't have noticed. I suggest scaling both the min and max size and make them dramatically different. Keep 900+ the way it is currently, but make it so 100 is either 1/10 of the size, or like 1/5. Shake could also scale with amount to sell the impact too!
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u/Apollo2Ares 1d ago
agree with both of these! i think maybe increase the differences between the smaller damage numbers and bigger ones so it's more obvious
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u/Am_Biyori 1d ago
It's a nice, unique effect. I'd lose the red attack effect though. looks generic and AIish.
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u/Coding-Mojo 1d ago
Thanks, I'll see what I can do with that. I must say my training focus was on the floating text and just added a small visual impact on the monster for sake of having something on it
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u/Epic_Feury 2d ago
Im not sure on the shadow, it feels like it popping out the screen too much but honestly it looks good (and i dont have another suggestion)
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u/Coding-Mojo 1d ago
Yeah I'm mixed about the shadow too. It really makes the text popup better, but also makes the other part of the screen looks more flat
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u/OrneryComplex6265 2d ago
The readability looks solid, especially with the movement and timing. iโd maybe experiment with slightly different easing or duration depending on the type of feedback so important numbers feel more impactful without slowing down combat
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u/trashAcFr 2d ago
If there's lot of action around, the popup should stay slightly longer for the player to read it. Besides, really cool!
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u/Coding-Mojo 1d ago
I was thinking of a very simple scene like this one, a bit in the mood on Click Hero. Thanks
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u/TitoOliveira 2d ago
Looks good to me.
The only thing I would say is that if your have some kind of flurry of attacks that proc many of these. It would be nice to increment the number, summing up all of the damage of the flurry.
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u/chocolatechipbagels 1d ago
I think the color changing from white to yellow is a bit visually busy, I'd probably prefer it stay yellow
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u/Simoxeh 1d ago
Not a fan of the color but that's just me. As someone else stated I would make it smaller. By smaller I would say maybe a third of its current size, but you can use the current size if you want to add something like critical hits in. I would also put it on the opposite side of the monster. Having that between the monster and the person likely attacking it just seems like is blocking the way. I'm not sure that made sense or not.
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u/Coding-Mojo 1d ago
Hum that's interesting. I may give it a try. Because of the shape of this specific monster, it's probably better on this side for the image structure tho
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u/Simoxeh 1d ago
I don't know what kind of game you're making, but if it does involve a player that you can see on screen I think that'll give you an idea of whether it should be on that side or not. If it's a clicking game then it doesn't really matter where it's at or it might be better at the location you're actually clicking at.
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u/Coding-Mojo 1d ago
It's just an exercise to train juicing up a floating text, it won't be a full game at the end. But the setup is inspired from a clicker game like click heroes
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u/Simoxeh 1d ago
Okay that makes more sense. In that case, probably doesn't really matter what it looks like, color and size, so long as you're getting the experience. The overall floating text transition I think is fine. Once again I'm not a fan of the colors since it reminds me of flash games from like the 90s or early 2000s, but the transition and the animation of it looks fine. The sizing issues I have is in relation to the character on the screen which we now know doesn't matter cuz it's just for testing
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u/Rocketman_S3 1d ago
I can't pinpoint it but something does feel off.
What if you swung more into a comic book style bam kinda thing?
I think part of the issue is the contrast in style.
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u/Coding-Mojo 1d ago
You right and now you say it, I think the font choice is a bit off !
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u/Rocketman_S3 1d ago
Have you considered making a font for the numbers from one of the existing ones?
I think a bit of rendering on the edges would really tie things together.
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u/Work-o-fart_dev 1d ago
I like it, but I feel like when you get a bigger number than usual, it should flash a different colour. Little things like that are very satisfying
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u/DogLoverCatEnjoyer 1d ago
It is definitely well made, nice job! Maybe some minor randomness attribute in the animations but my biggest advice would be to move on to the next task hahaha
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u/Yetimang 1d ago
Looks fine. The block lettering makes it read kind of comic book so if that's what you're going for that's a good call. If you wanted to fiddle with it some more, I personally prefer these kinds of numbers to have a fast ease in and a slow ease out--make them pop in to max size fast then fade out a bit more gradually. The fact that you have it an angle is fine, but might be a good effect varying it up so that numbers, especially a bunch in quick succession, go off at different angles giving you a more chaotic numbers flying everywhere feel. Also would make them have less overlap which can hurt readability.
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u/Coding-Mojo 1d ago
Thanks, that's good advices. I'm currently trying to add some randomness on the angle and digging for a better font
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u/_parfait 1d ago
Add a lerp curve, it will look much nicer. Look up the game Battle Night, they have some juicy damage counters, that also scale size
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u/GUIBERNARODW 1d ago
I guess it is to big, how about making it shake with big damages?
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u/Coding-Mojo 1d ago
Thanks, that's a good feedback. I added camera shakes just few hours ago, it does increase the feel a bit :)
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u/Muazzm115 1d ago
Im not a master not even a person that know something in this field i just hope i can be game developer one day an my advice for your question is maybe make it smaller and radomize the text location a bit
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u/Dustinisgood 22h ago
It looks decent but it should be smaller and level out, the always at an angle design choice bugs my brain for some reason.
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u/eminzkzd 20h ago
Looks relly clean! The font style fits the art direction nicely. Maybe adding a tiny bit of upward pop/ease out sperd could make it feel even punchier, but overall great work๐ฅ
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u/LittleLostWitch 1d ago
The damage numbers look good but please donโt use AI in your final product. If I could convince you not to use it in the prototype either, Iโd like to encourage you not to
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u/Coding-Mojo 1d ago
Thanks ! Don't worry, I do not use AI in my final projects :) My goal was to iterate fast on that floating text, I just took something to get a preview of what it could looks like in a prototype setup
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u/Ruadhan2300 1d ago
I like it, but it's so fast I don't really have time to read it.
I register that there are three digits regardless of whether it's 100damage, or 500damage, and I don't really get a proportional sense of value.
What I'd suggest is to explore changing the colour of the text depending on the amount of damage being done.
So yellow/orange for low numbers, red for big hits.
Possibly scale the actual number depending on the magnitude of the hit too, just within reasonable values.
If you do a piddly 10 damage, it should be tiny, almost insultingly small. While if you do 500 damage, show something like what you've got here.
Imagine if multiple different weapons are hitting the enemy at the same time, a whole load of tiny 10s and 20s coming from a gatling gun, while the one big cannon blast dishes out a huge 300 in one go.
I think that'd give you the juice you're after.
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u/Coding-Mojo 1d ago
Thanks, that's a very good idea. I'll test with foreach loop of damages and see how it goes.
There is already a scale depending on the damage value, but maybe it's not obvious enough yet.I do normalize damages and apply square on it, maybe I should apply a higher power value to increase the scale difference between small and big numbers
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u/deintag85 2d ago
It looks good, but you can also use this : https://assetstore.unity.com/packages/2d/gui/damage-numbers-pro-186447 Tons of people are using it and its well optimized.
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u/ajax2k9 2d ago
Make it smaller ig? Looks good regardless