In this video
- Add a Count-up to a scene built from scratch
- From and To, Before and After
- Decimals and five thousands separators
- Duration, Starts after, and four easing curves
- Font, size, colour, outline and alignment
- Follow a variable: a number that rolls every time it changes
- A bonus that counts only once it is revealed
- Count Finished: land the number with a punch
- Three mistakes to avoid
About this video
A Count-up is a number that rolls instead of jumping: coins that climb to their total, a score that ticks up, a saving that counts to its final price. In Playable Ads Maker it is one object with three groups of settings - Numbers, Timing and Type - and it can follow a variable, so it rolls again every time the game changes it. While you edit it shows its final number, standing still, so the box can be sized for the widest value; press Play to watch it count. This tutorial builds a level-complete reward screen from scratch with three Count-ups: a coin reward, a bank that follows a variable, and a bonus that only appears once it is earned.
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Transcript
Coins that roll up to their total. A bank that climbs every time you tap Collect. A bonus that counts in the moment it's earned. Each of those numbers is one object: the Count-up.
In this video: every Count-up setting. From and to, words around the number, number formats, timing and easing, the look, following a variable, and what to do when the count finishes.
Here's a reward screen I started from scratch: a title, a piggy bank, and a Collect button. Click Add New Object, and pick Count-up.
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It lands in the middle, showing 1,000. While you edit, a Count-up shows its final number, standing still, so you can size the box for the widest number it will ever draw. I'll widen it and move it up.
Its settings are under Object-specific properties, in three groups: Numbers, Timing, and Type. The box at the top previews exactly what it will print.
From and To: it counts from 0 to 1,000. I'll make it 1,250.
Press Play to watch it count. That's the default: about a second and a half, fast at first, then slowing into the final number.
After adds words behind the number. A space, then coins.
Before adds text in front. A plus sign here. A dollar sign in front makes a price, and a percent sign after makes a score.
Decimals: zero, one or two. Two makes it read like a price, with cents. Back to zero for coins.
Thousands sets the separator. A comma. A dot, the way much of Europe writes it. A space. An apostrophe, as in Switzerland. Or none at all. Match the market your ad runs in.
Now Timing. Duration is how long the roll takes, up to six seconds. At four, it takes its time.
At zero, it jumps straight to the number. Somewhere around one and a half to two seconds is right for most rewards.
Starts after holds the first number before counting. A second here lets the title land first.
Then the curve. Smooth eases out gently, and it's the default. Fast then slow races through the big numbers and crawls into the last digits.
Overshoot runs a little past the target and settles back, which feels like a jackpot. Steady counts at one even speed, like a clock. I'll keep Overshoot for this reward.
The Type group styles the number like any text. The font, Lilita One, a chunky game face, and its weight.
Size, in pixels, and a colour. A warm gold.
Outline draws an edge around the digits. Four pixels of dark brown keeps it readable over any background.
Alignment decides which edge the number grows from. On the left, it grows to the right.
On the right, it grows to the left, like a scoreboard. Either way, the number never drifts while it counts. I'll centre it again.
Now a number that follows the game. This project has a variable, bank, starting at 250, and Collect adds 500 to it. Add another Count-up, under In your bank.
In Follow a variable, pick bank. The To field disappears: the variable is the target now. And while you edit, it shows the variable's starting value.
Coins after it, to match.
Press Play. It rolls up to 250. Tap Collect, and it rolls on to the new value. 750. 1,250. Every change, a new roll.
One more: a bonus that only appears once it's earned. A third Count-up, to 50, with a plus, and % bonus after it.
In the General tab, Show If Variable: bank, at least 750. It disappears, because bank is only 250.
Play. No bonus yet. Tap Collect: the bank climbs, the bonus appears, and it counts from zero right then. A hidden Count-up waits, and starts when it's revealed.
Last, the Events tab. A Count-up has two triggers: Tap, and Count Finished, which fires the moment it lands on its number.
Add a Feel Effect, a punch, on the counter itself. Play: it counts, and lands with a punch. The same trigger can pop a text, throw a burst or play a sound.
And like any object it has an Animate tab. Pop In as an entrance, and it grows in while it starts counting.
Press Play once more, and it all plays together, exactly as it will in the exported ad.
Three mistakes to avoid. One: sizing the box for the first number. Size it for the last one, which is exactly what the editor shows you.
Two: a count that drags. Past about two seconds, people stop watching the number and start waiting for it.
Three: judging it in edit mode. Edit mode shows the finish, standing still. Press Play to see the count.
Next up: Pop Text, the floating +10s that make every tap feel rewarded.
That's the Count-up. See you in the next video!