Float damage numbers upward so many hits at once stay readable
One floating number is easy. A flurry of hits on the same enemy lands every number on the same spot and turns into an unreadable smear. Here is how to spread them out, how fast they should rise and fade, and when a new cluster starts.
Why this works
Players read a number only if it sits alone for a moment. Giving every number in a burst its own place beside the others, and letting it settle quickly and fade late, keeps each one readable even when many land together.
When not to use it
Skip it when hits come so fast that no one could read each number anyway, such as a swarm game with hundreds of hits a second. Show a running total or a bar that fills instead of single numbers.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Float damage numbers upward so many hits at once stay readable" (read_entry damage-numbers-stack-without-overlapping) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP