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  3. Bringing Back Gamepress

Bringing Back Gamepress

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  • TutorialDoctorT Offline
    TutorialDoctorT Offline
    TutorialDoctor
    wrote on last edited by
    #5

    @Murtaza I think this person was just venting.

    There was a point when I thought Gamepress should have been kept but Hyperpad has become much better. The only thing I miss from Gamepress is the way physics worked (objects didn't go through each other) and one other thing I can't remember right now.

    I like how we are forced to make our own graphics but I am also looking forward to when users can upload graphics packs.

    I'd like to see Hyperpad get it's user numbers back up, but perhaps there are some things to learn from why Gamepress was able to hit those numbers. My first perception was that game press was a free and easy node-based programming platform for IOS.

    MurtazaM 1 Reply Last reply
    0
    • TutorialDoctorT TutorialDoctor

      @Murtaza I think this person was just venting.

      There was a point when I thought Gamepress should have been kept but Hyperpad has become much better. The only thing I miss from Gamepress is the way physics worked (objects didn't go through each other) and one other thing I can't remember right now.

      I like how we are forced to make our own graphics but I am also looking forward to when users can upload graphics packs.

      I'd like to see Hyperpad get it's user numbers back up, but perhaps there are some things to learn from why Gamepress was able to hit those numbers. My first perception was that game press was a free and easy node-based programming platform for IOS.

      MurtazaM Offline
      MurtazaM Offline
      Murtaza
      Admin
      wrote on last edited by
      #6

      @TutorialDoctor said in Bringing Back Gamepress:

      @Murtaza I think this person was just venting.

      There was a point when I thought Gamepress should have been kept but Hyperpad has become much better. The only thing I miss from Gamepress is the way physics worked (objects didn't go through each other) and one other thing I can't remember right now.

      I like how we are forced to make our own graphics but I am also looking forward to when users can upload graphics packs.

      I'd like to see Hyperpad get it's user numbers back up, but perhaps there are some things to learn from why Gamepress was able to hit those numbers. My first perception was that game press was a free and easy node-based programming platform for IOS.

      I realize they're just venting. But I still felt the need to explain some of our decisions :).

      As for physics, everything comes at a cost. The is physics engine had other limitations making updates harder, and had worse performance. As a compromise we've added some options under global properties to allow you to increase the number of physics calculations resulting in more accurate physics and less bouncy. But this comes at a performance cost.

      I also hope to get our numbers up. But I don't want to do it prematurely. There is still a lot for us to do before we can handle a large influx of users.
      The reason why GamePress got big was a few reasons. We dropped the price to free, but also got picked up by some news sites, working actively on trying to get the word out there and getting press, paid for some advertising. We were just more vocal about getting users. Also we didn't care what type of users and who used the platform.
      Ultimately that was a mistake.

      We're taking things slow on purpose so we don't repeat those same mistakes.
      HyperPad ( and GamePress) is used mostly by education, but also by aspiring developers. Education users like it because it's powerful enough to be used by the aspiring developers and it can be a real tool.
      This is where one of our problems lie. If we focus heavily on education, we lose and alienate the "hardcore" community.. this also ends up costing us the education users because now they don't see a future in it.
      We need to tackle both with our alientating either one. Figuring out how to grow both is key to our communities success.

      iTap DevelopmentI 1 Reply Last reply
      0
      • MurtazaM Murtaza

        @TutorialDoctor said in Bringing Back Gamepress:

        @Murtaza I think this person was just venting.

        There was a point when I thought Gamepress should have been kept but Hyperpad has become much better. The only thing I miss from Gamepress is the way physics worked (objects didn't go through each other) and one other thing I can't remember right now.

        I like how we are forced to make our own graphics but I am also looking forward to when users can upload graphics packs.

        I'd like to see Hyperpad get it's user numbers back up, but perhaps there are some things to learn from why Gamepress was able to hit those numbers. My first perception was that game press was a free and easy node-based programming platform for IOS.

        I realize they're just venting. But I still felt the need to explain some of our decisions :).

        As for physics, everything comes at a cost. The is physics engine had other limitations making updates harder, and had worse performance. As a compromise we've added some options under global properties to allow you to increase the number of physics calculations resulting in more accurate physics and less bouncy. But this comes at a performance cost.

        I also hope to get our numbers up. But I don't want to do it prematurely. There is still a lot for us to do before we can handle a large influx of users.
        The reason why GamePress got big was a few reasons. We dropped the price to free, but also got picked up by some news sites, working actively on trying to get the word out there and getting press, paid for some advertising. We were just more vocal about getting users. Also we didn't care what type of users and who used the platform.
        Ultimately that was a mistake.

        We're taking things slow on purpose so we don't repeat those same mistakes.
        HyperPad ( and GamePress) is used mostly by education, but also by aspiring developers. Education users like it because it's powerful enough to be used by the aspiring developers and it can be a real tool.
        This is where one of our problems lie. If we focus heavily on education, we lose and alienate the "hardcore" community.. this also ends up costing us the education users because now they don't see a future in it.
        We need to tackle both with our alientating either one. Figuring out how to grow both is key to our communities success.

        iTap DevelopmentI Offline
        iTap DevelopmentI Offline
        iTap Development
        wrote on last edited by
        #7

        @Murtaza you mention the number of physics calculations, what is the difference between the physics refresh rate, and the physics iterations?

        MurtazaM 1 Reply Last reply
        0
        • iTap DevelopmentI iTap Development

          @Murtaza you mention the number of physics calculations, what is the difference between the physics refresh rate, and the physics iterations?

          MurtazaM Offline
          MurtazaM Offline
          Murtaza
          Admin
          wrote on last edited by Murtaza
          #8

          @iTap-Development
          We cover that in the manual
          https://hyperpad.zendesk.com/hc/en-us/articles/207698086-Global-Properties

          Physics Refresh Rate: This is the number of times the physics calculations get updated per second. Increasing this makes your physics more accurate and feel less like "jelly", but it will negatively impact your performance.
          Physics Iterations: This is the number of physics calculations done each frame. Increasing this will make physics more accurate, but this comes at the cost of performance.

          You'll most likely need to play with both of these numbers.

          iTap DevelopmentI 1 Reply Last reply
          0
          • MurtazaM Murtaza

            @iTap-Development
            We cover that in the manual
            https://hyperpad.zendesk.com/hc/en-us/articles/207698086-Global-Properties

            Physics Refresh Rate: This is the number of times the physics calculations get updated per second. Increasing this makes your physics more accurate and feel less like "jelly", but it will negatively impact your performance.
            Physics Iterations: This is the number of physics calculations done each frame. Increasing this will make physics more accurate, but this comes at the cost of performance.

            You'll most likely need to play with both of these numbers.

            iTap DevelopmentI Offline
            iTap DevelopmentI Offline
            iTap Development
            wrote on last edited by
            #9

            @Murtaza so changing just one isn't enough? Or can one do it?

            MurtazaM 1 Reply Last reply
            0
            • iTap DevelopmentI iTap Development

              @Murtaza so changing just one isn't enough? Or can one do it?

              MurtazaM Offline
              MurtazaM Offline
              Murtaza
              Admin
              wrote on last edited by
              #10

              @iTap-Development
              The two numbers often rely on each other. Takes some trial and error to get it to feel good for your specific situation. Unfortunately there is not much help we can provide with it since it depends on each game and the feeling you're trying to achieve.

              1 Reply Last reply
              0
              • RyanAndChadR Offline
                RyanAndChadR Offline
                RyanAndChad
                wrote on last edited by
                #11

                The community is a minuscule fraction of the old Gamepress community but this community is pretty much the best of what Gamepress had. The Gamepress community was super cancerous. 90% of the games posted on the Arcade were just ripoffs or spam. Hyperpad is so much better. I do wish we had a larger community though because making multiplayer games will be difficult if their is nobody to test them.

                1 Reply Last reply
                0
                • H Offline
                  H Offline
                  HudsonGami
                  wrote on last edited by
                  #12

                  Wow, I regret posting this, I look like an idiot. Looking back to Gamepress, it's community was kinda crappy. 2 suggestions though, i need an square eraser tool for when your importing pixel art from your camera roll, and a pencil tool to make placing blocks in vertical rows easy. And can someone tell me how to upload projects via hub

                  RyanAndChadR 1 Reply Last reply
                  0
                  • Aidan_FireA Offline
                    Aidan_FireA Offline
                    Aidan_Fire
                    wrote on last edited by
                    #13

                    Next to your project, there's a clod with an up arrow, press that to upload. To make vertical rows of blocks, just either spam the duplicate button or make it one large object.

                    1 Reply Last reply
                    0
                    • H HudsonGami

                      Wow, I regret posting this, I look like an idiot. Looking back to Gamepress, it's community was kinda crappy. 2 suggestions though, i need an square eraser tool for when your importing pixel art from your camera roll, and a pencil tool to make placing blocks in vertical rows easy. And can someone tell me how to upload projects via hub

                      RyanAndChadR Offline
                      RyanAndChadR Offline
                      RyanAndChad
                      wrote on last edited by
                      #14

                      @HudsonGami Get the app "Back Eraser" or use something like Pixelmator and make sure you export all your images with transparent backgrounds as PNGs.

                      1 Reply Last reply
                      0

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