Subcategories

  • These are reported bugs that have been fixed

    71 Topics
    499 Posts
    RobinsonXR
    The icon should work. @aPaperWeight But I'm aware that the banner is bugged at the moment, so you're going to have to leave it out unfortunately. Hopefully, this should be addressed soon in an upcoming update.
  • These are reported bugs that we couldn't reproduce and need more context on.Or bugs that are no longer relevant/user has stopped replying.

    27 Topics
    129 Posts
    Aidan_FireA
    Bumping in case it's been missed. Projects won't be able to have custom load screens if they use BMFonts.
  • These are reported bugs that are not actually bugs. It's just the way hyperPad works.

    24 Topics
    202 Posts
    M
    @RobinsonX nvm the bug is fixed Thanks
  • Scene Editor: Selection Tool Scaling = No UNDO

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    3 Posts
    209 Views
    iTap DevelopmentI
    @Aidan-Oxley pretty normal!
  • Hit By Bullet Behaviour doesn't destroy the bullet

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    6 Posts
    427 Views
    Aidan_FireA
    @Deeeds Me too. Bullet hells are awesome. Phoenix 2 is my favourite game on the App Store, my best game is Meteor and it’s pretty much a bullet hell.
  • Multiple fingers on drag and drop object makes it spasm

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    1 Posts
    103 Views
    No one has replied
  • Two finger touch flaws/bugs in Scene Editor

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    3 Posts
    229 Views
    HamedH
    Because we're using realtime cocos2d for our scene editor, we can't use uikit gestures like you suggest. Use pan tool like @Aidan-Oxley suggests.
  • Rounding Behaviour has a bug, or division by 1000x does.

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    14 Posts
    1k Views
    HamedH
    @Deeeds I do not
  • Changed Label Properties aren't Spawn Compatible

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    14 Posts
    917 Views
    D
    @Kamdroid This is a very cool cheat!
  • Garage Band Sounds don't play in hyperPad

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    1 Posts
    116 Views
    No one has replied
  • Upgrade to Dev: Crashes on Re-opening iPad.

    4
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    4 Posts
    252 Views
    iTap DevelopmentI
    @Deeeds Same for me...also when I load the forum page it can crash two or three times every time I go on.
  • Set Color: Changing Opacity Values is Expensive

    Unsolved
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    3 Posts
    258 Views
    D
    Yes, 100%, this is caused by screen pop-in during scrolling. Something isn't efficient in that system.
  • Duplicated Arrays Are A "weak" Reference?

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    5 Posts
    333 Views
    D
    @Aidan-Oxley I repeated the process. You can see that I said this above. It shocked me. Amazed me... because I'm all for having references... Alas, it was only a bug.
  • Spawn on Object also has Area

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    2 Posts
    163 Views
    MurtazaM
    It's an area relative to the object. So you can spawn around a specified object.
  • Particle Editor: Snapping Sliders = impossible numbers.

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    4 Posts
    315 Views
    D
    @Murtaza Very good news. Cheers
  • Shoot: Emitter Position = Broken

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    1 Votes
    2 Posts
    178 Views
    Aidan_FireA
    EDIT: Just checked it out. Yep pretty sure it is broken, so some update must’ve broken it. I haven’t worked with bullets since they were in metres though lol. @Deeeds You changing it with behaviours or using the editor? If using behaviours, try use the Restart Behaviour option (assuming you’re changing with set input field). I worked with bullets a while ago, so unless an update broke them I’m pretty sure they work properly, unless you change the graphic of the object that shoots to something with different resolution, then it might get messed up. I’m pretty sure it’s not relative to the object size at all, I think it’s metres from the bottom left corner of the object.
  • Scale By -> Percent -> Negative values wonky

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    11 Posts
    828 Views
    MurtazaM
    Scale By is based on the current scale of the object, and Scale doesn't take the current state into consideration. So Scale By, will scale the current (default 100% scale) object by 100%. Making it 200%. If you have Scale to on the same object and set it to 100% it will do nothing since it's already at 100%. If you want to make it the same size as above then Scale to 200%. But, if you're dealing with an object that has already been reduced. Say to 50%. Scale by 100% will scale the object by an additional 50% making it a total of 150%. If you use Scale to 100%, it will make your 50% sized object back to it's original 100. I guess think of Scale To as setting the scale, and as Jack said, Scale By is adding to the current scale.
  • Frame Rate Slow Down...

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    24 Posts
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    Aidan_FireA
    @Deeeds I got the wrong idea. I haven’t had this problem, which was why I was asking for a link so that I could try to replicate it.
  • Particles are Broken

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    5 Posts
    342 Views
    Aidan_FireA
    @Deeeds I mean RESELECT. Either there’s something wrong with my fingers or my Autocorrect is conspiring against me.
  • Loop -> Conditional -> Comparison Operators reversed

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    3 Posts
    299 Views
    HamedH
    Oops missed this one. Sorry.
  • Particle Emitter Set Input Field on Anchor Position.

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    1 Posts
    118 Views
    No one has replied
  • Particle Emittance Not Interpolating between frames

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    3 Posts
    211 Views
    D
    @Aidan-Oxley The way the particle emitter rotates with an object is also a problem. It shouldn't change the previously released particles with respect to its location when the emitter is rotating with the object. This is a different mode of particle movement known as "particle system movement" where the particles move relative to their emitter, not to the world space. So no, no way to make a trailing particle system and enjoy the benefits of rotation to overcome the lack of interpolation, unfortunately.
  • Became Idle only works once...

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    16 Posts
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    D
    @Aidan-Oxley I've already done all that. My point is.... it is a bug, and this is the bug reporting section of the forum.