No. But the first bug seems fixed (or I just wasn't able to reproduce).
And the forum bug was fixed (or more so, forced to use the default theme).
The absolute position thing was not a bug, more of a feature request/change in hyperPad. Should be in its own thread in the feedback section.
@GameCRAZY You've made it so by claiming he's actually addressing the problems. He's not. He's isolated a single way to do a single thing with a single object on a single spawn.
That is the very opposite of the reason for the problem being a problem.
And, like your other comments, this seems to stem from a desire to not consider anything that's not what you want added to the next release.
IAP,, I gather.
@thecheater887 said in Import doesn’t.:
If you import a photo [of a lion] with a name, say, “phot0”, then rename “phot0” to “ph0to”, and proceed to import a photo [of a kitten] which is by default named “phot0”, the asset manager will display the kitten properly, but if you place the photo of the kitten, it changes to the Lion. This is also visible in run mod. Re-importing the photo of the kitten fixes the issue.
Can you give us some details with iPad model, iOS version, a video of the bug?
Because we can't reproduce the issue.
@lulabay Sort of. That's a different issue, stemming from the same root cause. One that's famous and integral to an un-fixed cocos2D-iPhone, which hyperPad is based upon. I've supplied them with sufficient info on the fix, they've said they can't (or won't) do it, despite it being something universal, and without side effects.
At the core of cocos2D-iPhone is a reliance on the unreliable, and uncertain flipping flags of a thing called CADisplayLink.
The solution I've shared, for this problem, will likely fix the audio and timing issues prevalent in iOS 12, as iOS 12 far more aggressively asserts control over (and more variance upon) CADisplayLink. Ultimately CADisplayLink will be completely untethered from any connection to device reality as it's used for all manner of frame rate efficiency variance efforts within iOS.
ProMotion displays are coming to iPhones sooner rather than later.
The solution, base the game loop on absolute time, and do own calculations of when a frame should be ready to present. Every other engine does this, as does every fixed version of cocos2D-iPhone. Or, you can do a hybrid approach, get ready to draw then wait for a CADisplayLink call, which many others do. Relying on CADisplayLink, though, causes the problem, as it's not regular, nor reliable.
This causes a race condition, wherein memory/objects aren't released until the OS senses memory pressure, at which point you see that stutter.
The two creators of hyperPad maybe forced to make a fix for iOS 12 that relies on Mach (absolute) time. It's not hard, and somewhere on these forums I've even posted the code to do it.
I reopened the project just now...
But the crashes stopped, it wasn't consistent.
I was glad the project works, though confused of why it only occurred that other day... 🤔
Today, I cleared up lots of space in storage. I'm assuming HyperPad needs some extra storage space to function? It could be a bug, but it can also be just a simple storage problem that I just got confused over.
I haven't had a chance to check the project out yet.
But I can't quite understand what you're saying the issue is. In the global properties we have 2 settings, physics refresh rate, and physics iterations. These basically calculate how much physics calculations happen, and determine the "precision". This can remove that "jelly" like feeling. But it does come at a performance cost.