• Lost on "ifs"

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    Jack de WildeJ
    @Tal-G Drag the output from the started touching behaviour onto the field of the if. This is the output: [image: e3271efb-4ff2-423d-8439-7aa710ebfc57.JPG]
  • Open URL doesn't adjust for target device

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  • Character Movement

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    Andrey GhostA
    Hello, @Evolution I know 2 ways: using velocity and using timers+move by [image: 5bb9ab56-c293-4734-8523-3216326bb081.PNG] [image: dfde3299-38e0-464f-9327-bf528ed46109.PNG] My velocity behaviors had a bug when character stops if you touched 2 buttons at same time and then released only one, but this can be easily fixed with «Behaviors on/off» [image: 929ae0fe-d736-4136-ac42-b63f1b5d9717.PNG] Simply timer and move by.. Behaviors on/off required for proper work without any glitches. P.S. It's hard to see behavior off connections on this screenshot (sorry, my butterfingers), but it's simple: turn off right timer when character moves left and turn off left timer when character moves right. I can send the project by e-mail if ya want. Hope this helps! :-)
  • Developer tier lost

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    DGames135D
    @Evolution Last time I tried to downgrade I had to take my iPad to the apple store. Also I’m using public beta so it should be alright
  • Test Message Demo HELP

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    Andrey GhostA
    @TutorialDoctor Glad I could help :smile:
  • How to ger blur effect?

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    MurtazaM
    @Evolution Lighting is one type of shader (which we're adding hopefully in the next version) But shaders can do all sorts of cool effects. Blur being one of them :).
  • A Question about cloning objects

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    F
    @Jack8680 It's working! There is only one problem, whenever the object turns direction, it begins uhhhh, doing something odd, as if it keeps changing z layer again and again. But it doesn't always happen, only sometimes. [image: 47609030-b489-4d2c-9b45-a256b3d04afe.PNG]
  • changing scenes

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    Aidan_FireA
    @ackov77 Wherever you want, wherever it is easier to get the 'score' value.
  • iPad Pro support

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    DGames135D
    Just asking but does the interface of hyperPad run at 120 fps on the new iPad pro. What I mean is the editor and the hub and forum cause they feel more smooth then they used to feel before
  • Loop through array values

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    Jack de WildeJ
    @TutorialDoctor yeah, loops are for going through the items as fast as possible. Try something like this for what you want: [image: 4e4824e6-a511-4fe6-9df3-3c0a89ed4815.PNG]
  • Level with me on the "Levels" :)

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    iTap DevelopmentI
    @ackov77 I think it’s under UI
  • Constrain the "Drag and Drop Area" Error ?

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    John LiaoJ
    @Murtaza Yes, I redo it again, and everything is fine now. tks.
  • Here's a list of free ways to get assets!

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  • What are all these Discovery Students?

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    Wazk MobileW
    It's nice to see that more people are coming to hyperPad, hopefully they will get better. If you go to my hyperPad profile you will see that lots of my games are terrible (you should have see my game press games.) but I got better over the years. now lots of my games are in hot projects and I have 4 apps on the App Store. They will get better as everyone else did.
  • Lost in behaviors

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    Jack de WildeJ
    @T-Studios double tap with two fingers at once, it'll reset the position to the origin (hopefully you put your behaviours near there).
  • Does enlarging cause crashing

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    Aidan_FireA
    @Nguyen-Tam Making massive objects is always laggy, but I believe making any object bigger is laggier than making them smaller. When I want to know things like this, I normally just duplicate (branch) my project so I can test it without ruining my original game. What is this small object? If it is an image with 100% scale and you want to make it lots bigger, it will also get really blurry. If it's an empty object, you should be fine. Enlarging objects won't really crash hyperPad though unless you do something else to make it REALLY laggy.
  • Change layer

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    Jack de WildeJ
    @Bryan just move to layer behaviours, one for each layer, each with a different layer selected: [image: 622a0bdf-34b8-4190-9233-4b558d235fe7.PNG]
  • Multiple collisions

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    Jack de WildeJ
    @Bryan put all the objects in a tag (including object detecting the collisions), use a loop to count the number of objects in the tag (subtract 1 to exclude self), if number of objects colliding is equal to number of objects in tag except self ( can't collide with self), then the object is currently colliding with all objects in the tag. This is shown in the first screenshot: [image: 3de1e38b-093d-404c-b211-2ae2d2a6dbaa.JPG] To detect whether the object has ever collided with each object instead of detecting whether the object is colliding with all at the same time is similar, but the object detecting the collision is instead given a unique ID based on a global variable (so you can have multiple detecting objects that don't interfere with each other). A dynamic attribute is applied to all objects in the tag that it collides with so it only counts each object once. This is shown in the second screenshot: [image: 6e09fcf6-9f85-4df7-bfcd-14a2fc040430.JPG] The behaviours in both screenshots should work with spawned object and multiple detectors too, but if you don't have this they can be simplified down a bit (you don't need to count objects if you know how many there are and don't need and ID if there is only one object anyway. EDIT: to clarify, "set attribute" is the global variable, with a value equal to "ID (Add Values)", and "set attribute2" is a dynamic attribute with a value of 1 and the key "combine text".
  • Ole Zorn taking interest

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    MurtazaM
    Saw that and addressed his question. We've actually had the pricing page changed for a while now, it's just not live until the next update goes out.
  • Image resolution?

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    iTap DevelopmentI
    @Jack8680 @T-Studios thanks