• Associate one object with another: How?

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    @Aidan-Oxley I don't mean get, that's part of the process. I mean "associate" in the sense that any one of a group of objects associated with any other objects know what/who they're associated with. Take, for example, if you're my friend. That's an association. When we walk down the street together, I can ask you about things within the context of knowing that association and that you're within earshot. All I need to do is know that you're within earshot and that you're associated with me in a manner appropriate to query you whenever I like, because we're friends. Taken one step further, I don't need to know the person in front of me or behind me in a queue. I know they're there, and due to our shared idle nature and the context we're in, we're associated, providing the right relationship in which I don't need to know either person, but can turn to either and ask them to hold my bag, lend me a pen, tell me the time or otherwise assist in our shared plight. In a normal coding and/or creative environment, there are parents and children in an object graph of some sort. In this structure there is no need to know the name or hold a reference to the parent or children, it's possible to simply crawl this relationship by virtue of the association that is parent and children of any object. Knowing this provides a lot of functional and conceptual freedom of construction, coordination and communication between entities. There are no parent/child associations between objects in hyperPad. And, after thinking there's no such thing as instancing or referencing in hyperPad, I've recently "discovered" the ability to "mirror", which seems to be referencing, one of the most important facilities of creation and editing within a digital environment. So I'm wondering, despite there being no obvious parenting, are there any other forms of association within hyperPad that I'm yet to discover?
  • Upgrade

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    MurtazaM
    Oh ok. Then what's happening is it's showing the option for lifetime but it's taking you to the yearly subscription. The second image is actually web based, so I think on the web side on the settings page it's being routed wrong. So lifetime isn't available, it just say it is. Nice catch, we'll fix that asap! As for the pricing, I looked into it. There is in fact a discount on yearly. In Australia it is $14.99 AUD for each month, and $159 for the year. That same pop up is being populated from the web side of things and is only using US pricing.
  • Share Objects between Scenes: HOW

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    @Aidan-Oxley When I want to know things like this I imagine the creators have documented the capacity of their tools in both the terms of their tool and the lexicon of other systems that perform similarly. This isn't a new concept, but it's a very strange choice of word to use in a graphical environment for such a facility. Mirroring is normally used as an alternative to flip, in any graphically oriented environment. Referencing and Instancing are the common words for this kind of thing in coding. If it works in ALL scenes, that the mirrored objects all pointing to the one object, then this is a shared reference to a common class or shared (single) instance of an object. If only the source of the mirrored objects influences all other instances instantiated from the blueprint of the original (class),and are instances, not a strict reference (pointer) to a single instance. This is a common choice available to anyone doing anything in programming and graphic design. If you've seen symbols in Adobe Illustrator and Flash, or Smart Objects in Photoshop, each of them acts like a reference (all pointing to the same blueprint or class). In 3ds Max there are both types, instances and references, and the ability to determine the separation point between shared information and unique information. Which is VERY powerful for creativity. In programming languages, Swift makes for a good example. There are two types of "mirroring". Value types are copies of the original, any changes to the copies has no impact on the original. Reference types share the same data between each instance of "reference" to the object. This is how mirroring should work. But who knows. I can't find anything about it in the documents.
  • Transform Graphic Objects in Units, not Scale %: HOW?

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    MurtazaM
    Yes. It's points not pixels (as I mentioned above). However, for phones and performance we actually go as far as @2x and not 3x for images. This is usually what most games with lots of moving graphics do. (it reduces memory usage). on importing, hyperPad assumes you're importing retina version (unless you turn the toggle off on the import popup) and will automatically create a halfsize nonretina version for you. Edit: Actually pretty sure you can use @3x when exporting and manually adding the images to your xcode project. @Hamed will need to confirm though.
  • Any chance Scenes are broken?

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    MurtazaM
    They are stored on hyperPad servers. But if you don't want that you can also share as an attachment (limited to email limits of ~10mb). To do this, select airdrop instead of email download link. Then in the airdrop pop up select Mail.
  • Share with Daughter's iPad: HOW?

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    iTap DevelopmentI
    @Deeeds you should be able to download Hyperpad from your purchases in the App Store on the other iPad if it’s the same account. And then log into Hyperpad with the same account? To share you would have to share with an email or iMessage etc. or download a backup of the project from you backups. You couldn’t both work on it at the same time, but one could work and then save a backup or send it to the other person so that they can then work on it.
  • Are you able to search for stuff

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    HamedH
    Like @Aidan-Oxley said, we lack many search features... in every area. We're working on it!
  • Collided Behaviour Exports what?

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    Aidan_FireA
    @Deeeds When I find a bug that affects my project, I do ask about it. I haven’t used hyperPad in a while though so I haven’t submitted any bug reports recently.
  • Import sounds without Dropbox: HOW?

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    Aidan_FireA
    EDIT: for some reason all the replies didn’t show up until after I submitted this reply. @Deeeds iOS 11 added that new Files app. If the sound file is stored somewhere on your iPad it will show up somewhere in the Files app. Find it, use select on it then share, if it’s compatible with hyperPad you should be able to open it in hyperPad.
  • Is Z-order not Layer aware?

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    GameCRAZYG
    @Deeeds That is strange. Maybe send a picture?
  • How to do logical AND in conditionals?

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    @Jack8680 INCREDIBLE!!! THANK YOU!!!!!!!
  • Sound Effects Editor

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    MurtazaM
    There is a bug with the sound effects editor that we just haven't been able to track down. Where sometimes the sounds corrupt or don't play. :(. As for the website, we don't actually use this as part of hyperPad, we just based ours on it. But you can find the site here: https://www.bfxr.net/
  • State Machine: Best way?

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    MurtazaM
    Guys lets keep this civil. While we appreciate our passionate users trying to defend the app, we know it's not perfect. We also really appreciate the passionate users who are willing to give their feedback and information. We know hyperPad has tons of room for improvement. Somethings we couldn't do based on timing, or they rely on something else. Other features we decided not to include on purpose. But in the end when users give their feedback it really helps us prioritize, and helps us find things we missed. We're all here for the same reasons, and we all (hopefully) want hyperPad to be awesome. :).
  • Get Bounce above 100%: HOW?

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    @Jack8680 said in Get Bounce above 100%: HOW?: Yeah, it's an odd restriction, not having higher values for bounce. It's in every physics engine, but someone must have gotten "safety conscious" and decided against surfacing it to users. Could come with a warning. I'll "file" another feature request. Shouldn't have to use unreliable get and sets to increase bounciness.
  • Physics Air Resistance: is this Chipmunk's global viscous damping?

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    @iTap-Development I enjoy finished things. And finishing things.
  • "While Moving..." Behaviour seemingly not working

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    Jack8680J
    @Deeeds like Aidan says, I think while moving is meant for the physics engine (if x and y velocities are both not zero), like while falling (if y velocity is less than zero). It should activate 60 times/second while that physics behaviour is running. It could be a bug though, I've hardly ever used it.
  • "Add to Score", how to reset the score?

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    Aidan_FireA
    @Deeeds You can make hidden variables. Under the Object tab look for Set and Get Attribute. (Also I usually don’t use Add to Score, I usually do it the long way by adding to the previous value which is stored in a box container).
  • Where is the "While..." loop?

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    iTap DevelopmentI
    @Deeeds yeah, Hyperpad recommends no more than 3 zero timers(for performance reasons), but I don’t think it would hurt to just add the if under one of your existing timers. Or if you want the if in another object from the timer, you use the behavior on or a broadcast message to trigger the IF.
  • A wheel's spin rate to land speed: HOW to calculate?

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    @Aidan-Oxley Yeah, got this. This unit of measure was actually mentioned in the "docs"... and /60 is one of the few math-like things I can do. Cheers.
  • Create a Smooth (and delayed) Follow Camera: HOW?

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    Jack8680J
    @Deeeds yeah, it's 60 times per second. It doesn't adjust with your physics speed, but the maximum fps is 60 so you won't need any faster for screen moving.