@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.
Here's an image describing the offset of the initial anchor point on the head, each subsequent tail section has its own anchor point moved the same distance in the corresponding inverse direction of travel:
[image: 86cd8734-855d-47bf-9014-9b62ce4afe4f.jpg]
@Deeeds Haha real dirty, also less efficient. Value for subtract values = amount you want to increase or decrease by ÷ (amount of seconds it should take × 60) (the brackets just meaning the times 60 happens before the division). Doing maths in hyperPad rather than your dirty method is usually much more efficient. But your way is heaps easier especially fur curve functions.
I appreciate your input, and definitely see where you're coming from.
However, as it is now I don't see it as a huge deal. This issue affects a VERY small amount of hyperPad users.
Unlike most companies, we're fairly open on our development plans and take community feedback very seriously. We typically do as the community votes/requests. As of right now there has only be a few complaints of hyperPad users who are not happy with the splash, and the majority of them have been about redesigning it to suite their needs. If more users come forward we'll implement a change.
If you don't think this is a reasonable approach I'm happy to discuss it further via PM or email.
@Aidan-Oxley Yes, that's the result.
What's actually happening is the passing through of the transform of the parent (world space) to the children.
So position, rotation and scale/skew of the parent always influence (or get passed through) the children.
In most engines the transparency is also passed through, too.
You can't do that. Each project is "sandboxed" into it's own environment.
What you can do is create a scene within your project as a playground, then copy objects to another scene when needed.
@Deeeds when you tap on a behaviour there's a tab for tags right at the bottom (look at Aidan's second screenshot). Select or create a tag and have all your objects in that tag, then the behaviour will run on all of them. This doesn't work underneath a collided behaviour with the same tag though because it would only run on the object you collide with. Tags can also be used in a loop with "for each" selected, making it Loop over every object in that tag.
@Hamed Sadly, they're not the same, and I found similar info online about the RAM requirements of big images. And, unfortunately, my images aren't the same.
Does hyperPad work with the low bitrate image formats that are reduced colour space for each pixel?
@Aidan-Oxley I did it when it first happened but nothing changed and now when I say this I went back to it and it somehow was fixed. Maybe it was because I restarted my iPad and not hyperPad. Lol thanks anyway.
@Deeeds to convert to a positive you could multiply the number by itself and then square root it, or for slightly better performance, multiply by -1 if its less than 0 and use a set input field. You should be able to still use the original value after.
@iTap-Development Cheers for this, too!
Hugely helpful tip. I'm flogging the physics engine, so any/all extra CPU saved is freedom to do more stuff, add more particles, use more graphics, make more sounds, etc.
You could send a screenshot of your behaviours or create a download link to your project (by using the Email Download Link option on your project then copying the link it ends up making, paste into forum).