Alright, this is what the HUD looks like now:
I just changed the HP and MP and fixed up some minor shadow issues.
This is my current frame-by-frame idea on how the HP and MP will work/animate:
The idea here is that the next-up HP cube will merge itself with the bar, essentially emptying it's life from itself into the bar. As this is happening, the used cube makes it's way to the end of the line of HP cubes. Of course everything shifts toward the bar as this is happening.
I've attached a gif animation that better shows how it might look (for both losing and gaining HP).
If anyone has any suggestions on how to make this look/work better, I would love to hear them. I'm left feeling like it has something to be desired. It seems to work well enough though, so maybe it's just the perfectionist in me. If you guys like it, then I'll stick with it and continue on. I need opinions and thoughts though.
EDIT:
(putting up the attached animation here so you can all see it whether you're signed on or not)
EDIT (again, because I don't feel that this update is big enough for a triple-post
):
I've decided to stick with the above HP animation.
I've made very minor touches on the HUD design and it's now complete. I've recolored the HUD graphics with my custom palette that the game is using. I figured I might as well recolor now so I don't get mixed up later, wondering if I recolored certain things or not. That would suck. Anyway, I've just now separated the HUD graphics up into sprites and I'm ready to begin the HUD engine. This is the part where important variables start becoming quite numerous, so I'm also thinking about how I can keep things organized. Like, what variables will be saved in a save file and what ones don't need saving. I don't want to be unprepared because the game is going to start getting big and complex very fast. Planning and organization are key here.
If all goes well, I will post a new update when the HUD engine is complete (I might post an earlier update asking for opinions/testing). Though it might take longer than you'd think, because of all the preparation I'm going through. I just REALLY want to set this game up for success; no rushing.