Inkwell HUD Bars — hits, charge and combo
=========================================

A inked comic nine-slice bar frame with three banded fills and a segmented
variant, sized 176×28 with 12 px caps. SVG plus transparent PNG.

Status bars with the same four pixel outline as the panels. The fills are pure
flat colour because a gradient inside an inked shape reads as a mistake rather
than a material.

The frame is a nine-slice with 12 px end caps, so it stretches to any width
without the ends deforming — a full-width boss bar and a 40 px enemy nameplate
bar use the same file.

The fills are separate sprites rather than baked into the frame, which is the
part that matters in practice: you scale the fill's width from zero to full
and the frame never moves. Each fill is drawn in three horizontal bands — a
bright top band, a mid tone and a dark bottom edge — so it still reads as a
bar at small sizes where a flat rectangle turns into a smear.

There are three colours, one per resource: hits, charge and combo. They are
spaced apart in brightness as well as hue, which is the part that survives a
greyscale screenshot and the most common forms of colour blindness. A set
tuned to identical lightness looks balanced in a swatch row and collapses into
one grey block on screen.

The segmented variant adds 4 notch lines over the same frame, for games that
count discrete pips — hearts, charges, ammo — rather than a continuous
percentage. It is a separate file rather than an overlay, so you can drop it
in without changing your bar widget. Everything is included as editable SVG
and as flat transparent PNG at 1x, 2x and 4x.

HOW TO USE

  - Draw the frame first, then the fill on top with its left edge inset by the
    12 px cap width; animating only the fill's width keeps the frame's ends
    perfectly still.
  - In Unity, set the fill image to Image Type Filled with Fill Method
    Horizontal, or use a Sliced image and animate the RectTransform width —
    both work because the fill has no rounded corners of its own.
  - In Godot 4, a TextureProgressBar with the frame as Under Texture and the
    fill as Progress Texture reproduces the whole thing with no code, and
    Stretch Mode set to Tile keeps the caps intact.
  - For pip-style resources, use the segmented frame and snap the fill width
    to multiples of one fiveth of the inner width so the fill edge always
    lands on a notch.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/inkwell-hud-bars
More free assets: https://www.colorosse.com
