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

  • 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]
  • This topic is deleted!

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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.
  • How to make checkpoints?

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    FranjipangF
    @RobinsonX yoooo thank you so much! This has worked perfectly :)
  • THE FIRST PLAY AWARD

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    MurtazaM
    @Bryce678 Yes there is currently a bug in how rewards are treated. It should only be giving it to you the first time you earn it. However, it is giving it for every instance.
  • How to make a splash screen intro in hyperpad

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    RobinsonXR
    @Ethan-D This is late but for those who still are interested in how you can achieve this, you can use transform behaviors (the cyan behaviors) such as Move By, Scale To, and Rotate to Angle. You can use a combination of these behaviors to make your logo move, scale, and rotate. You can also fade its opacity by using Set Color. For a simple fade in effect, you can set the object's opacity to be 0% so that it is completely transparent. Then in the behaviors, you can place a Set Color behavior to make it change to white with full opacity over time. A lot of this is knowing how the behavior system works, so I recommend watching YouTube videos from the hyperPad YouTube channel to get a grasp on it. You'll be able to customize exactly how your logo animates by using transform behaviors and some other behaviors.
  • Why is the app telling me to download editor?

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    MurtazaM
    @Lorebound-Labs Also, note that the hyperPad editor apps are only available on iPad and Mac. Not for iPhone. So if you're using the hyperPad Hub app on iPhone, you wont find the editor there.
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    mr_monkeyM
    @NeilSenn alr thx
  • How To Make a Game on iPad with hyperPad

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  • How can I make ragdoll?

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    RobinsonXR
    @MoonSJ Make sure the objects don't have a gap at the time of attaching them. Also, in the Pivot Attach behavior, you can choose the anchor point - use this to define where the "joint" will be. The screenshot below shows me selecting an object and then moving the anchor point to where the attachment will roughly be. I also recommend turning off Attachments Collide so you don't get weird jiggly physics. [image: 3569655a-3bfe-459d-9dfa-b85b0b7a02b3.jpeg]