@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).
Are you using a joystick for it to shoot?
Are you using the character to shoot?
For the joystick, you just do the angle of the bullet as an output angle of joystick analog.
Check out these help docs in our manual. They cover tags, and how to use them in a few ways.
https://hyperpad.zendesk.com/hc/en-us/articles/202466275-Object-Tags
https://hyperpad.zendesk.com/hc/en-us/articles/202467545-Applying-Behaviors-to-Tagged-Objects
https://hyperpad.zendesk.com/hc/en-us/articles/115001430843-Collided
https://hyperpad.zendesk.com/hc/en-us/articles/205763199-Part-6-Adding-enemies
@GameCRAZY That is fine, I am making a breakout game (for fun) and your suggestion made me think to have certain bricks in the game that adjust the balls speed when broken. So far I have made regenerating bricks and ball/paddle power-ups. I'm thinking next will be a paddle health bar. =]
There is a bug in the version of Dorpbox hyperPad uses, so Dropbox has disabled this version causing any apps using it to stop working. We've fixed this issue for the next update due in a the next week or two.
As a work around you can use the dropbox app to import to your camera roll, then import into hyperPad from there.
Here's what I sent to your email. Posting here since it may give other users an idea. It's not a fully fleshed out method, but I think the concept is sound.
If you only want to be able to pass backwards, you can use a behaviour like calculate direction (may be renamed to calculate angle, cant remember).
to figure out where the team mate is in relation to the player. If they are behind, then turn on the "pass button" behaviours.
This concept requires some math and calculations to get right. But I think that is one way that may work. Or at least it's an idea on how to get started.
Hello, @Evolution
I know 2 ways: using velocity and using timers+move by
[image: 1_1503777645715_IMG_0096.PNG]
[image: 0_1503777645714_IMG_0095.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: 0_1503777687995_IMG_0094.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! :-)