• Calculate Distance

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    Jack de WildeJ
    @H34D-SP4C3 it depends on what you want to do with the distance. If you want to show it to the player, you could use it as a value in a set label behaviour. If you want to use it to do something when an object is in range of another, you could use it in an if, e.g. Check whether the distance is less than 5, if so shoot at it or something.
  • Strange Hyperpad Glitch

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    Jack de WildeJ
    @GameCRAZY the first post should have a dropdown menu called topic tools below to the right. When you tap it, the delete topic button should be there.
  • Overlays

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    iTap DevelopmentI
    @Hamed ok thanks! Maybe you could add an option to stop running behaviors if it has pause on?
  • Make a platform rise and fall?

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    iTap DevelopmentI
    @This you could subtract the "stopped touching" from the "started touching" and move the platform by the result. I don't remember for sure, but you probably want world coordinates turned on on the touch behaviors.
  • Importing Data

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    HamedH
    @iTap-Development You cannot.
  • Cannot Examine "Behaviors" on Hub Examples

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    MurtazaM
    Which project is it? Try deleting it and downloading again.
  • Can,t log in on browser

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    HamedH
    unfortunately, our url is a little bit messed up right now. To login, you need to use https://www.hyperpad.com
  • Pause Button?

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    BenstarB
    Never mind. I found the music setting in 'Scene' instead of fx.
  • Bounce off the walls?

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    ThisT
    @Jack8680 Thanks! Didn't realize I had to set bounciness.
  • Loading an Array index from a File

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    iTap DevelopmentI
    @TutorialDoctor huh cool!
  • The Process of Game Development

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    Michael KhalfinG
    @Cyber_Death You usually make fan games, such as similar or almost exactly like Mario. Nothing wrong with that, but I'm talking about making up your own, original-type game. I'd like to see you make your own such game... Though, you probably wouldn't end up drawing anyway - that's probably completely dependent on personality XD.
  • Just out if curiosity...

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    Cyber_DeathC
    Random effects, mainly ones I've created. And random colours if needed
  • Conditional loop text error

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    No one has replied
  • Targeting system

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    Jack de WildeJ
    @DGames135 you could use calculate direction to work out the direction of the target and then change the angle of the shoot to that direction.
  • Does slowing down a game make it run better

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    TutorialDoctorT
    It appears this behavior is for a fast-forward or slow-motion effect. And I didn't even know it existed until now. COOL! Playing the game with Show FPS enabled it doesn't seem to affect the frame-rate .
  • Importing Pixel Art

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    Jack de WildeJ
    @Murtaza oh, I thought anti aliasing was on top of some kind of interpolation used to scale graphics, if turning it off retains the pixel sharpness then that would be great.
  • Tiny Plane video demo tutorials

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    MurtazaM
    Hi Aries, We just got the latest update out. It doesn't include the tutorials. When we spoke, I mentioned we'd be working on them after this update is out. I'm starting on mini tutorials/references for each behaviour first. Then eventually move on to project specific tutorials. Video tutorials are still a bit away, I want to get the text versions out first since they're a bit easier to create. Also the tutorials are an on-going thing. Not specific to an app update. We'll be adding content to the online manual as we go along.
  • Selecting object with 0 scale

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    ThisT
    @Aidan-Oxley Perfect. Thanks!
  • I cannot access Cloud Backups

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    MurtazaM
    Glad to hear it's all sorted!
  • Atributes

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    MurtazaM
    To address your original question, no it doesn't give it the same behaviours. Attributes are sort of like box containers. They're another way of storing data. BUT the key difference is using the GET attribute or SET attribute you can find out about a value from another object. Say you have a game where you have some enemies, each with their own health. Before attributes you would have a complicated way of handling the logic because it wasn't so easy to get each enemies health. You would either need to have all your attack logic on each object, use send/receive message, or do other messy things. Now every object can share it's health with any other object in the scene. So essentially, attributes are a way for objects to tell other objects about them self. Another example is the built in physics behaviours, each object has a gravity, mass, etc. These are attributes predefined by hyperPad. We have "Set Gravity" and "Get Gravity" and you can do that to any object in your scene. But with attributes you can do things like "Get bannanas" Or "get sdgldfjkgjldkfgsd" what ever you want. Now what you do with those heavily depends on the rest of your behaviours.