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  • Announcements regarding hyperPad and our community

    63 Topics
    416 Posts
    KrystalYeeK
    Prefabs and Templates Upgraded Again! Spawnable prefabs and templates let you dynamically create premade objects during gameplay, making your scenes more flexible and efficient. Games like Terraria and Call of Duty: Warzone rely on spawning systems to generate enemies, loot, and interactive elements in real time. With the updated Spawn Object behavior, you can instantly instantiate assets from your Asset Library, speeding up development and creating more dynamic, replayable game experiences. [image: 9679fe34-760a-46f0-913d-033b0a1dc62d.jpeg]
  • Ask Questions about hyperPad or provide cool tips and tricks to other users.

    671 Topics
    5k Posts
    KrystalYeeK
    @MrAeon1111 said in Kick action with physic: Hello, I just started a project and I would like to know if you can help me. I would like to be able to kick an object. Can you show me how to do that? I have just no clue what to use. Just a 2-D character walking down and kicking object with physics. Thank you very much Yes, you can do this in hyperPad. The idea is simple: make both the player and the object use physics, then apply a force to the object when the kick happens. 1. Make the objects use physics Select the object you want to kick. Add the behavior Make Physics. Do the same for the player character if you want realistic interaction. When an object is a physics object it reacts to gravity, collisions, and forces in the scene. Physics objects can collide with other physics or wall objects, which is what lets things be pushed or kicked. 2. Detect when the kick hits the object Add the behavior Collision Event to the player. Settings: Object A: Player Object B: The object you want to kick Event type: Started Colliding This behavior triggers when two objects start touching. 3. Apply force to simulate the kick After the Collision Event, add: Apply Force or Propel Object (from the Physics behaviors). Set: Object: the object being kicked Direction: left/right based on your character direction Strength: adjust until it feels right The hyperPad physics engine will handle the movement and collisions automatically. 4. Optional improvements You can tweak physics properties to change how the kick feels: Mass (heavier objects move less) Friction Bounce These can be changed with Set Physics Property. Let me know if this helps! You can learn all about this on the hyperPad documentation: https://documentation.hyperpad.com/hc/en-us
  • Find a bug with hyperPad? Let us know here!

    322 Topics
    2k Posts
    Ya7Y
    @RobinsonX Alright so update. Apparently the other device was so old, it needed to update twice for HyperPad to be on 2.5, strangely enough. So no, it wasn’t actually on 2.5, even though I updated. I went back and updated again to 2.5 and it works now. So thanks for your help. Moral here is probably don’t use older devices in general. Though I do realize still, the game is crashing a lot on another device, so that might be something to look into. Like randomly crashing.
  • Got a suggestion, or have feedback for hyperPad? Let us know!

    327 Topics
    2k Posts
    RobinsonXR
    @BuiltLord You can already do this. You can select the Global UI layer on the right sidebar and from there you can drag graphics from the Asset Dock to add elements to the screen. You can program the elements to act as buttons.
  • Let the community see what you're working on before it hits the Hub or App Store

    229 Topics
    1k Posts
    Bryce678B
    @KrystalYee Wdym?
  • Discuss anything that doesn't fit anywhere else

    214 Topics
    938 Posts
    KrystalYeeK
    @NeilSenn said in How the 2026 iPads and MacBook Neo Make Mobile Game Dev The Future: It'll be interesting to watch the popularity of HyperPad grow. Even the regular iPad has an A16 chip now. I'm old but capacity per dollar from when I started went from $10,000+ entry to $300 That’s a great point. The drop in cost compared to capability is honestly kind of wild when you think about it. What used to require expensive workstations is now sitting inside something like the Apple iPad (10th generation), and chips like the Apple A16 Bionic have more than enough power for creative work that used to feel out of reach. Tools like hyperPad make that shift even more interesting because the hardware and the software are both lowering barriers at the same time. Someone can pick up a relatively affordable tablet and start experimenting with game ideas without needing a full traditional dev setup. It feels similar to earlier waves in tech where better access to hardware suddenly expanded who could create things. Makes me curious though. If hardware is no longer the big barrier like it used to be, what do you think the real challenge is now for new creators getting started?