Hopefully this should be fixed.... At least for now.
Posts made by Murtaza
RE: Set Velocity Doesn't Work?!
- Set Velocity used to mean (in past versions of Hyperpad) that there would just be a constant rate of motion.
Set velocity has always worked this way. You’re setting the velocity of the object, however it will naturally slow down and eventually stop because of other forces. Gravity, friction etc. It’s just how the physics works.
However if you do set velocity to a wall object that should remain constant. Since wall objects are not affected by outside forces. But this has some downsides as the wall object isn’t really meant to be used this way and can have unexpected results (like going through other objects)
Another way to go around this is set friction to 0 and gravity to zero. Now your object should remain moving.
RE: In App Purchases
If you want to do a "proper" in app purchase system, it will only work for exported projects. You would create the user interactions in hyperPad, then write the behind the scenes purchase logic in Objective C.
Then you could use the send/receive message behaviours to communicate with your objective C code.
See this post by @Hamed that briefly shows how to communicate with the send/receive message behaviours:
RE: My Suggestions For HyperPad.
I think an easier online service + rentable servers go hand in hand. But they are further in the future, not really something we want to focus on right now. Not enough demand.
In general online is really complicated, creating single player experiences is difficult as it is. And I don't mean this as a tool, or technology sense. Just in general. Once more people are venturing off into that side of things we'll focus more energy and resources there.
For example, over the past year or so users have really started pushing the boundaries of our behaviour system. So we've been adding more "power features".
We'll do the same with multiplayer. For now we put out the bare bones, where it's enough for people who really know what they're doing. Once the rest of the community catches up, we'll focus on simplyfing that experience.
Also, for rentable servers there are so many better options than anything we could provide. Google, amazon, and microsoft all offer free solutions and really affordable options as well. Then there is Heroku, it's super hassle free, very little effort to get a server up and running.
There is no reason to focus on this right now when there are so many options that are just better than what we can whip up (with out committing to it 100%)
What do you mean by more web view options?
Export scenes: Something we want to do... Soon. It's definitely needed. We want to make it sow you can share scenes, objects, behaviours etc. But to do it right it requires some of an overhaul, and thinking so we don't waste our time and make a feature that isn't useful.
hyperPad on computer: A mac version is planned. Depending on how Apple going on doing crossplatform apps, it can happen within the next year or 2.
Plug ins: Once we have functions and sharable behaviours you can do plug ins. Especially with the send/receive message changes where it can communicate with Xcode.
RE: Did anyone figure out the IAP problem?
Oh ok. I thought there was a bug or something.
Unfortunately we can't really go deeper than that. With that functionality you need to write your purchase in swift/objective c. We're not in the position to write code for our users, as this can get very problematic very quickly.
If you had some in-app purchase code or something started we'd be happy to look at it and assist you. But can't write the entire logic.
Basically you need to learn how to make an in-app purchase in XCode, then use that bit of code @Hamed shared before to tell hyperPad that purchase has been made.
But I'd start with something easier. Try to send/receive a simple value between objective C first. Then work your way up to an entire purchase system.