• Is a dictionary or an array faster?

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    iTap DevelopmentI
    @Deeeds thanks!
  • Behaviour On: What does "Skip Events" mean?

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    iTap DevelopmentI
    @Deeeds if you turn a behavior on that has behaviors connected above it, it won’t trigger immediately. But if you turn on skip events, it will.
  • Forum formatting guide?

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    MurtazaM
    In the reply box there is a small text in the top right corner that says "Compose ?" click the ?. It will bring up a popup with formatting link. Or just go here: http://commonmark.org/help/
  • Reinstate Collision Detection after Ignore Collisions Behaviour.

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    iTap DevelopmentI
    @Deeeds just turn the ignore collisions off.
  • Does Behaviour Off not work instantly with duration Behaviours?

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    D
    @Thecheater887 Have we met? You sure sound like a pot calling a kettle black.
  • Turn Behaviour on without executing it?

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    Aidan_FireA
    @Deeeds Only if the Behaviour On doesn’t have Skip Events toggled on, and the behaviour you’re turning on is connected under another behaviour (or if I’m using the right terms, it’s a child behaviour).
  • Start Particles Behaviour waits?

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    @Thecheater887 Play suffers much the same problems as Start. Activate Initiate Launch All suffer the same problem. They convey a false sense of an instruction having been sent and that's it, that's all. But that's not it, not all and fails to come close to conveying the extent of what's going on, and what this behaviour is doing, and will do.
  • On a Behaviour Bundle -> Behaviour Off efficacy?

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    T
    I’m willing to bet a big variable is the timer halting off bug you found.
  • How TO: make new, empty scene in existing project?

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    Aidan_FireA
    [image: 5602d818-d94c-4483-91b4-5af1a8fc4966.jpeg] Nothing goes wrong when I do this. The only problem I get it that I can’t name objects to that of an object that’s either in an existing scene or was in a scene after it has been deleted (as mentioned in my bug report somewhere).
  • What's carried over from the first (Default) Scene?

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    D
    Have now mirrored the items I need into a new scene. Then copied them, and deleted the mirrors. The problems persist. The camera in the subsequently loaded scene takes on the properties of the camera in the default scene. Not using Global or Scene layers. Appears to be a bug.
  • Spawned Objects with Receive Message, only original works?

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    @Hamed The Receiver Behaviour that had this problem, once it stopped working, no longer cared how I set the key. It simply stopped working. I had, quite literally, two keys with the same Event Key, and could turn one off and the other on, and see that only the new one worked, that the old one had bitten the bullet. Could never be reused, in any way. This is the first time I've seen this particular type of bug, where a behaviour node has seemingly lost contact with the hyperPad world. It took an enormous amount of time and testing to isolate it to this being the problem. It was about the last thing I thought could happen...
  • Understanding Behaviour Priority...

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    D
    @iTap-Development No. It isn't possible to get them to stop and stay in sync with other objects. So it's not possible to restart them, and keep sync, either. These are all workarounds for the lack of sprite sheets, the lack of bitmap fonts and the lack of image swap transitions... oh, and the lack of referencing and addressable instances.
  • Showcasing my HyperPad projects on my website. Anything to take in account?

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    iTap DevelopmentI
    Hey, this thread Gave me the idea of making a project that would get the likes/dislikes of a game. I just published it...https://www.hyperpad.com/projects/yhxyx1t1
  • How do I change my Hub avatar?

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    KamdroidK
    @Aidan-Oxley thanks. Strange, says I need to be a developer, but on the HyperPad website it says enthusiast tier gives you custom avatar? EDIT: Nevermind, enthusiastic tier says “Custom HUB Avatars” whilst developer tier says “Custom user profile”.
  • Box Container Pointing at Get Array Value @ Index # Updates?

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    D
    @Hamed Got it. Thank you! So the Get Array Value at Index Behaviour is creating a locally stored variable/pointer of whatever its lookup (get) from the array returns, for the use of local Box Containers, Value Behaviours and any other localised behaviours wanting to use it. I think. For anyone coming along in the future, this seems to be what's happening, in pseudo code (please correct me if I'm wrong, @Hamed), wherein * indicates a pointer. *myLookUplocalStorage = myArray[atIndex] myBoxContainer = *myLookUPlocalStorage myArray[atIndex] += 1 // myArray[atIndex] is now 1 bigger , but neither localStorage nor myBoxContainer know anything about this update myBoxContainer stores a pointer to the localised lookup (get), so whatever changes at that address is instantly reflected in myBoxContainer
  • Confused

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    MurtazaM
    Received your email and responded. Make sure you cancel through the iTunes/Apple subscription pages. https://support.apple.com/en-ca/HT202039 We don't have control over subscription billing, that's on Apples end.
  • How to update scoring rollover's graphical representation?

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    @Thecheater887 It's alright, good sir. I found this does what I want: [image: 3640f220-af1b-4c19-9625-2c3a0ae40fa0.jpg]
  • This topic is deleted!

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  • Electric Steering Line

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  • Best way to start one sound, again and again?

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    Aidan_FireA
    @Deeeds Ok, have just 1 of the Play Sound behaviour (turned off) in any object in your scene that you know will never get destroyed or disabled. Whenever the player interacts with that element, use Behaviour On with the Play Sound behaviour selected.