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Help and Support

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Ask Questions about hyperPad or provide cool tips and tricks to other users.

  • Welcome to the hyperPad Help & Support Center! 🚀

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    KrystalYeeK
    Common Issue If hyperPad won’t log in / crashes: Tell us your iPad model + iPadOS version Tell us which app: hyperPad / hyperPad Hub / hyperPad Starter Send a 10-sec screen recording of the issue Include the exact step you were doing when it happened Email it to: support@hyperpad.com
  • Must-Have Tools & Apps for iPad Game Dev Creators

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    KrystalYeeK
    🚀 New hyperPad Resource: "Game Dev on iPad" Journal! 🎮 Calling all hyperPad creators! Level up your game design skills with our brand-new Resource Journal: Game Dev on iPad—your ultimate guide to building polished, engaging games from start to finish. 📖 What’s Inside? A step-by-step companion for your dev journey, covering: 🚀 Project Description – Nail your game’s core idea & uniqueness. 💬 Community Insights – Leverage feedback to refine your vision. 🎨 Visual Style & Art – Craft mood, characters, and animations (using pro iPad tools!). 🎶 Sound & Music – Boost immersion with audio that fits your game’s vibe. 🧩 UI & Assets – Design intuitive menus, HUDs, and icons. 🔍 Creative References – Get inspired by games/media that shaped your project. 🧠 Wrap-Up & Reflections – Learn from each build and plan your next steps. ✨ Why Use It? ✅ Structured workflow – No more guessing what to document! ✅ Pro tips – Optimized for iPad game dev with hyperPad. ✅ Share-ready – Perfect for portfolios, team collabs, or devlogs. 📲 Grab the free resource journal now! Tag #hyperPad to show off your journal in action! Other relevant hashtags to use would be #GameDev #iPad #hyperPad #IndieDev Documenting your process isn’t just about the final game—it’s about the adventure. Start yours today!
  • Best Links & Resources for iPad Game Dev Creators

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  • Tips & Tricks for hyperPad Development

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  • Yellow collision box

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  • Bird eye diagonal viewpoints for character help!

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    RobinsonXR
    After some testing, I noticed I made some mistakes. You want to divide angle by 360 divided by how ever many angles you have. In my example, I used 8 since I have 8 angles. Then you round it - you'll get a range from -4 to 4. Range changes depending on how many angles you have. 0 is up, 1 is top right, etc. Note that when it reaches -4, it goes to 4 but it's still pointing in the same direction. It's just that the angle becomes negative when the joystick ball is pointing to the left. Here are screenshots that should help. [image: 5f99cd08-8eac-43aa-ba9d-62db7c6ae577.png] [image: e5dcc55a-4925-43b9-a9e8-60917080fded.png] [image: 81c1cdbb-0379-4152-b650-21162fc8ace4.png] [image: 3819706f-95c4-446d-b962-5c61ec6c7f1a.png]
  • How to Stay inside a background object with different devices

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    RobinsonXR
    No I never had the need to do anything like this, but if I'm understanding this correctly, you want the image to clamp to the screen's boundaries when the image is larger than the screen. There's no built-in way to do this. The easiest thing I can think of is moving the image to the player every frame (Frame Event --> Move to Object) and then using the Clamp Value behavior. You can clamp the x and y position of the image as it moves and restrict it to a rectangular area. You would have to account for the dimensions of the image and the screen.
  • Move player forward In their direction

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    Ya7Y
    @IAmPotat Hey, So you could use an attribute system to set when the player is in a certain direction. For example, create an attribute in an object’s menu settings called “Direction“. When the player is facing to the right (or doing anything that makes them face right) set the Direction to “Right”. If left for any reason, set it to “Left”. When you go to move the player, Get Attribute, and If attribute = Right, move the player in the positive X axis, and If attribute = Left, move player along the negative X axis. This is one of many ways. Behaviors Used Set Attribute Get Attribute If Move by
  • Dictionary load and save tutorials

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    MrAeon1111M
    Sorry about that I found a solution to my problem
  • Best way to erase something in an array

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    MurtazaM
    There are a few major tentpole changes to hyperPad that are in the works. Once these are in place we'll be doing more of a focus on tutorials and documentation
  • I lost my code

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    IAmPotatI
    Ok thank you!
  • Loop and spawn

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    MrAeon1111M
    Perfection thanks
  • Broadcast message from a scene to an overlay possible?

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    MrAeon1111M
    You mean having the inventory always loaded, but visibility turned off. I need to try that
  • Can’t switch joysticks (Change weapon)

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    MrAeon1111M
    It works with joystick input but not with joystick control.
  • Pick up weapons

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    MrAeon1111M
    MrAeon1111 [image: IcB2504faY.jpg]
  • Attribute default value not loading at game start

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    RobinsonXR
    @MrAeon1111 There are two ways. Behaviors that don't have anything attached to the top are triggered when the scene starts. We call these root behaviors. You can have your Set Attribute behaviors be root behaviors. In the editor, you can define object attributes from the selected objects like shown in the screenshot below. [image: 93b50169-ebd7-4d97-8a7c-4760438b5f9b.jpeg]
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  • Kick action with physic

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    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
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  • how the freak do you crop images that you import as graphics

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    MurtazaM
    Can you be more specific on how you cropped your image? hyperPad has a limited built in image editor that has a crop feature. You can import a graphic, then in the asset library press and hold to bring up the menu, and then select "Edit Graphic" then on the left hand side select the crop tool. If you used an app outside of hyperPad, make sure the image you cropped is saved, and you have imported it into hyperPad AFTER you have made any edits in what ever tool you're using.