• Duplicate a Layer: How?

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    Aidan_FireA
    @Deeeds Nope. Only way I can think of is using the highlight tool, copying everything in one layer, making a new layer and then pasting lol.
  • Pointer?

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    iTap DevelopmentI
    @Deeeds haha I guess I’ve asked before! LOL
  • When/Will a hyperPad editor/player be available for PC/Mac?

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    MurtazaM
    Maybe one day. But right now no mac version is planned. If apple changes things and requires a major rewrite we'll do it in a way where it's more likely to be cross platform. But for the time being we're focusing on making the iOS experience better.
  • How to: Tags -> Edit and/or Delete?

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    Aidan_FireA
    @Deeeds Tags delete themselves automatically when absolutely no objects or behaviours have them selected.
  • When duplicating a Scene, Duplicate not same...

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    iTap DevelopmentI
    @Deeeds it’s saving a backup...is you internet slow or something?
  • Teleporting Parallax: HOW?

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  • Which more expensive: Broadcast or Conditional?

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    HamedH
    No broadcasting is still much faster. You can avoid timers and delays and collision take multiple time steps
  • How do I revert to the last save?

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    iTap DevelopmentI
    @Deeeds I think @Aidan-Oxley is right, changes are saved as you build. As for “save and quite” it is saving a backup of the project(only if automatic backups is on). Go to the ‘my backups’ page to restore any version. I think they should add an option to leave the project without a backup happening though.
  • Globally Accessible Array: HOW?

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    D
    @Aidan-Oxley Cheers. I'll have a puzzle around in a bit... still fighting with backups and corruption of my "elegant" little factory.
  • How to spawn a buddy?

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    HamedH
    How I usually handle initialization is by creating a receive message behavior and call it initialize. And every time you spawn an object, broadcast initialize. Then on the initialize, get a value from a global count somewhere on your scene like an object on global ui that has an attribute like count. Then set the spawned objects “id” attribute to that count. Then increment that count. Now, the spawned object has an id that you can use before the next time step!
  • Does a Loop of type Conditional respect Wait?

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    D
    @iTap-Development said in Does a Loop of type Conditional respect Wait?: you seem to like to over complicate things! Believe it or not, the process I'm talking about is that of reducing complexity in the communication of capability and capacity. The larger the audience the more effort must go into the process of making something appealing, generally applicable, insightful, comprehensive and understandable. Most successful creative software puts enormous emphasis on this channel of empowerment and engagement with their audiences. Take a look at Codea's documentation on your iPad, for an example of an exemplary effort. That's just a tiny team of guys that made that, and articulated it in that way. Why? Because they realise the empowerment of their users is the most important thing they can provide within their product. Similarly, the big companies (think Autodesk as an example) expend incredible effort making their most complex features comprehendible and enjoyable.
  • Where does a Loop exit when done?

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    MurtazaM
    As jack says it will trigger the next child of the parent behaviour. This is by design, since it's how every other behaviour works. They trigger in order of left to right.
  • Spawn a label with a specific Value

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    Aidan_FireA
    @Deeeds NP :)
  • Round a number to two decimal places: HOW?

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    Aidan_FireA
    @Deeeds Ohhh I see. So being able to change space between letters in a label. Not a bad idea.
  • JSON vs Behaviour Array "types"

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    @Jack8680 I've just tested this, and it doesn't behave the way I'd expect. Array Type = Value Selected myArray (named LapTimes) Modification is Append Value to Append is a laptime Do this, and there is never anything added to the array, despite everything else working correctly. I would expect this adds a value to the array, and extends the length of the array in doing so. Array Type is one that stores values, I've picked the right one, I've chosen to modify it by appending a value and selected a valid value Now, here's the weird part... what does work as I'd expect the above to work is this: Array Type = Behaviour Selected myLapTimes Array Modification is Append Value Value is a lap time Why? WTF? Am I completely misunderstanding what an array of type Values is? Am I misunderstanding what "type" means in this context? EDIT: And what exactly is array of type JSON? Why is this responding like a normal array of values if it's of type JSON?
  • What happens if I cancel?

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    ThisT
    @Murtaza Great! Thanks!
  • Can I "Get" an object for Actions?

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    Jack de WildeJ
    @Deeeds you'd have to put the behaviours in each object with some ifs. That's what my suggestion the other day was partly about; a way to reference objects by name in behaviours.
  • Need help with shooting and monsters killing you.

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    D
    @Murtaza Argh. Got it... Achievement unlocked: [image: 3e6e9236-0813-49e0-a3bd-13ac35fb5b6e.jpg]
  • String and Rope Joints: Any experience with these?

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  • Is there a way to get the length of an array?

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    Jack de WildeJ
    @Deeeds idCount = 0 First object spawns First object sets its ID to idCount (ID=0) First object increments idCount to 1 Second object spawns Second object sets its ID to idCount (ID=1) Second object increments idCount to 2 Etc.