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
  • Arrays Don't like Negative Numbers

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    60k Views
    T
    @Aidan-Oxley I used to do that. Might check my post history, some pretty bad things are probably on there. Four times as much on the old forum, I'm betting, too. Then I started programming. I need to invest in Raid library. Anyways, I understand where @Deeeds is coming from, his methods match how mine used to be, and probably still are - very defensive and willing to push back. That being said, no three-man team, all coders mind you, that I know could ever pull this off. Period. I'm rather surprised they made it this far, and root on any and all progress they make. In fact, if I ever manage to get my pea brain to understand C++ or Swift and get a (decent) Mac, I may apply (as a volunteer initially) to help them out. (Speaking of which @Murtaza, are you guys open to third party application development? I'm interested in trying my luck at a windows player, asset manager, screen mirror, game analytics, or anything else that may be of some help if apple and you guys are open to it, or have an API until I get a decent Mac.) I do have to side with the @administrators, though. I'm not quite certain how it descends to it, but the bicker and banter isn't helping anyone. The more time they spend here with fire extinguishers, the less time they can spend there with flashlights and bug zappers. TL;DR: When a community and team are this small, it's a LOT harder to manage and expand the people and the product, and that's before the blood moon rises. Sorry guys, had to have my daily dose of nosy :)
  • Selecting Pan Tool Drops Current Selection

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    1 Posts
    318 Views
    No one has replied
  • Debug Menu Pause Resuming Issue

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    1 Votes
    1 Posts
    241 Views
    No one has replied
  • Set Graphic changes based on bottom left edges

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    2 Posts
    374 Views
    Jack de WildeJ
    I don't know how I've never noticed this before, I'm having the same thing. I guess because of collisions and grid snapping I've just always used the same canvas size graphics when I use set graphic...
  • Else If behaviour child behaviours don’t follow when moved

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    10 Posts
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    D
    @Murtaza said in Else If behaviour child behaviours don’t follow when moved: We'll be changing if/else so they are a single behaviour with 2 sets of outputs. Left side is the IF, right side is the else. May I be so bold as to make a suggestion? Oh. You can't wait? Here it be: Bottom Out is If = true, right side is Else. Keep the left side of Behaviour nodes reserved for inputs (eventually), and the flow going down and to the right.
  • Scene Editor: Selection Tool Scaling = No UNDO

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

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    6 Posts
    898 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
    242 Views
    No one has replied
  • Two finger touch flaws/bugs in Scene Editor

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    3 Posts
    620 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
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    HamedH
    @Deeeds I do not
  • Changed Label Properties aren't Spawn Compatible

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    14 Posts
    2k Views
    D
    @Kamdroid This is a very cool cheat!
  • Garage Band Sounds don't play in hyperPad

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

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    4 Posts
    552 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
    573 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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    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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    390 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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    D
    @Murtaza Very good news. Cheers
  • Shoot: Emitter Position = Broken

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    2 Posts
    440 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
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    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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    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.