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  • RE: I need to know

    We've also just updated the tutorial! Check it out, it's much more in-depth now.

    posted in Help and Support
  • RE: I need to know

    @Judah-meche

    You drag the output from "Get Label" into the "Value to Save" input field on the Modify save behaviour.

    And in the broadcast, you want to broadcast what has been saved. So in this case, you can broadcast the same value, and for the event key just give it a name.

    Also Hamed just made a quick video on broadcast behaviour to get an understanding on what its doing:
    https://www.loom.com/share/687a39964cea45e2a138ccc202c6edda

    posted in Help and Support
  • RE: I need to know

    @Judah-meche
    It has been renamed to Modify Save File

    posted in Help and Support
  • RE: Updates and Save to File

    The save file is stored outside the project file. So it's not affected by downloading a new version from the hub.

    posted in Help and Support
  • RE: Advanced controls option missing

    Just following up with this

    We've since rearranged the beahviours. There is no "advanced" category any more.
    The Joystick Left and Right behaviours are not combined into the "Joystick Input".

    So drag on the joystick input behaviour, then tap the beahviour, and from the drop down select Joystick left, and then add another one and make it say joystick right.

    Hope this helps!

    posted in Help and Support
  • RE: Interface question

    The dark interface is automatic based on your iOS preferences.

    In older versions of iOS, there is a manual control.

    posted in Help and Support
  • RE: Splash Screen

    Hi Scott,

    Thanks for reaching out and sharing your thoughts. I totally get where you're coming from.

    The splash screen requirement is something a lot of platforms have, and it’s been the norm in the gaming industry for years. Most games you play—especially the big AAA titles—start with a splash screen of the engine they’re built on. You’ve probably seen countless renditions of the Unreal Engine logo getting smashed or shot up in creative ways. Unity had it too before they changed things up and introduced a very aggressive terms of service—but then added royalties and other restrictions that we don’t think are fair to creators. With hyperPad, we want to make sure you own your work completely, without us taking any cut or control over it.

    The splash screen is a way for us to share the value of hyperPad with a broader audience while maintaining a fair and creator-friendly approach.
    That said, I understand how the splash screen might feel like a limitation, especially if you're using hyperPad for professional projects. We’re always open to feedback and are constantly thinking about ways to improve, so your input is definitely valuable to us.

    We do work with enterprise clients who use hyperPad in embedded systems, and in those cases, we offer custom licenses that remove the need for a splash screen. If that’s something that could work for you, feel free to reach out, and we can discuss it further!

    If you have any more thoughts or questions, I’m here to chat. Thanks again for giving hyperPad a shot, and I wish you the best with your projects!

    posted in Comments & Feedback
  • RE: Advanced controls option missing

    @ZombieRodeo

    Can you link to the exact tutorial you're following?

    Also have you checked our discord channel? You may be able to get responses quicker
    https://discord.gg/MEdHTbF6

    posted in Help and Support
  • RE: Advanced controls option missing

    @ZombieRodeo

    Do you mean you can't find the joystick left and right behaviours?

    They have been moved to the "Joystick input" behaviour instead.

    posted in Help and Support
  • hyperPad 2.0 is finally here!

    Introducing hyperPad 2.0: The Biggest Visual Transformation in Over a Decade! This monumental update brings a complete overhaul of the Hub, a sleek new font, and support for 35 languages, revolutionizing your creative experience. With fresh features like undo/redo in the behavior editor, enhanced control flow, and a revamped asset library, hyperPad is more powerful and intuitive than ever. Dive into the new era of game development and creativity with hyperPad 2.0!

    What's New:

    • The entire Hub has been revamped.
    • Added support to 35 different languages.
    • Documentation translated to 35 languages
    • The onboarding and sign up pages have been overhauled.
    • Added undo and redo functionality in the behavior editor.
    • Applied a new font throughout the app.
    • Added Break and Continue control flow behaviors.
    • Added a Get Physics State behavior that can output the current physical states of an object.
    • Added the ability to change client version in the Socket.io Client behavior.
    • Added options to toggle specific sides in the Movable Platform behavior.
    • Added a new keyboard shortcut for changing object type.
    • Added collision slop and collision bias physics simulation settings.
    • Revamped tooltips and suggestion screens.
    • Revamped the asset library and animation picker.

    **Bug Fixes:**s

    • Fixed the mouse position not taking account of different aspect ratios.
    • Fixed physics objects being able to jump infinitely.
    • Fixed physics objects being able to float on top of passable wall objects.
    • Fixed clicks not registering on objects and behaviors when using external peripherals.
    • Fixed projects being unable to be imported in some cases.
    • Fixed assets not being able to be imported from other apps when the app hasn’t booted yet.
    • Fixed numerous bugs with the image editor.
    • Fixed Value behavior not working as intended.
    • Fixed performance drops when repeatedly playing the same music track.
    • Fixed a crash caused by importing animations in the Asset Library on iOS 17.
    • Fixed the Boolean behavior not working as intended and sometimes causing crashes.
    • Fixed Spawn on Object mode not taking account of x and y offset from object B in the Spawn Object behavior.
    • Fixed .otf font type not being able to be imported.
    • Fixed distorted animation frame previews in the Asset Library.
    • Fixed long loading times when creating new projects offline.
    • Fixed behavior bundles not collapsing Else If behaviors.
    • Fixed behavior bundles separating Else If behaviors from their parent behavior.
    • Fixed Boolean behavior failing to check for Array type.
    • Fixed crashes when changing graphic of an object on multiple collision events.
    • Fixed dragging being interrupted on graphic changes.
    • Fixed object position not saving after fine tuning using keyboard.
    • Fixed duplicating behavior trees creating unneeded nubs for behaviors.
    • Fixed visible gaps on the edges of the screen on some aspect ratios.
    • Fixed collisions resizing when Preserved Transform is enabled in the Set Graphic behavior.
    • Fixed a bug that caused particle effects to be unplayable when stopped by the Stop Visual Effects behavior.
    • Fixed duplicate and deprecated behaviors appearing in behavior search.
    • Fixed numerous bugs with the Tilt Sensor and Joystick Input behaviors.
    • Fixed dismissing keyboard moving screen when editing behaviors.
    • Fixed an issue with the “On Object Destroy” Frame Event that caused many behaviors to not work as intended.
    • Fixed toggling position type of multiple objects unexpectedly teleporting them.
    • Fixed the Movable Platform behavior affecting all sides of the selected object.
    • Fixed a crash caused by moving an object to another layer when the “On Scene Start” frame event is triggered.
    • Fixed dragging object from asset dock being misaligned with the finger on iPad Pro.
    • Fixed a bug that prevented the user from selecting an overlay in the Preload Scene behavior.
    • Fixed crashes with Socket.io on iOS 16 and earlier.
    • Fixed namespace in the Socket.io Client behavior not having an effect.
    • Fixed numerous bugs that occurred on scenes that were preloaded.
    • Fixed the threshold parameter in the Tilt Sensor behavior not having an effect.
    • Fixed the dt output field in the Joystick Input behavior returning a blank value.
    • Fixed project save data being reset from time to time.
    • Fixed a crash that was caused by preloading a scene containing specific behaviors.
    • Fixed a crash that occurred when leaving the scene as a label is being edited via the Edit Text Field behavior.
    • Fixed background images appearing completely black when preloaded from another scene.
    • Fixed a crash caused by preloading a scene containing graphics with disabled antialiasing.
    • Fixed some performance issues when spawning a huge amount of objects.
    • Fixed duplicating behavior not always placing new behavior in correct position.
    • Fixed a visual bug with nested collapsed behavior bundles.
    • Fixed buttons clipping into the notch in the particle editor.
    • Fixed an issue that prevented selecting a life indicator object in the Get Life Indicator behavior.
    • Fixed a bug where renaming a font makes it unusable.
    • Fixed a bug that caused the background to display improperly in aspect fit and aspect fill modes.
    • Fixed crashes on launch in unstable internet connection.
    • Minor corrections to behavior documentation.

    New Languages:

    • Arabic
    • Catalan
    • Chinese
    • Chinese (Simplified)
    • Chinese (Traditional)
    • Croatian
    • Czech
    • Danish
    • Dutch
    • English (U.S.)
    • Farsi
    • Finnish
    • French
    • German
    • Greek
    • Hebrew
    • Hindi
    • Hungarian
    • Indonesian
    • Italian
    • Japanese
    • Korean
    • Malay
    • Norwegian
    • Polish
    • Portuguese
    • Romanian
    • Russian
    • Slovak
    • Spanish
    • Swedish
    • Thai
    • Turkish
    • Ukrainian
    • Vietnamese
    posted in Announcements