hyperPad hyperPad Forum
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Search
    • Login

    How can I make a smooth d-pad

    Scheduled Pinned Locked Moved
    Help and Support
    9
    71
    6.2k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • S
      Stephenn
      last edited by

      @Aidan-Oxley, or anyone, how did you change the value of the box container?

      iTap DevelopmentI 1 Reply Last reply Reply Quote 0
      • iTap DevelopmentI
        iTap Development @Stephenn
        last edited by

        @Stephenn, any behavior output you put in the box container will set the value of the box container when the behavior runs . And you can drag as many outputs in a box container that you need.

        1 Reply Last reply Reply Quote 0
        • Aidan_FireA
          Aidan_Fire
          last edited by

          0_1493336261810_IMG_3523.PNG
          Press on the box container, then press on the symbol to the left of the default value.

          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
          • iTap DevelopmentI
            iTap Development @Aidan_Fire
            last edited by

            @Aidan-Oxley I think this will work better, because with what you did you have to use the extra "set input field" behavior. For mine, When one of the add value's is triggered it will set the box container to its output automatically.0_1493340437316_IMG_1870.PNG

            Aidan_FireA 1 Reply Last reply Reply Quote 0
            • Aidan_FireA
              Aidan_Fire @iTap Development
              last edited by Aidan_Fire

              @iTap-Development Yeah I'm still not used to that, I'm still stuck in the old way of using box containers lol before they let you have multiple storages.

              iTap DevelopmentI TutorialDoctorT 2 Replies Last reply Reply Quote 1
              • S
                Stephenn
                last edited by

                Ok thanks

                1 Reply Last reply Reply Quote 0
                • iTap DevelopmentI
                  iTap Development @Aidan_Fire
                  last edited by

                  @Aidan-Oxley yeah I found it out by trying to put an output in the default value input field, and when it move up to its own input field I tried again and found you could do multiple. Lol

                  1 Reply Last reply Reply Quote 0
                  • TutorialDoctorT
                    TutorialDoctor @Aidan_Fire
                    last edited by TutorialDoctor

                    @Aidan-Oxley I SOOO did not know box containers could do this. How do you access one of the values?

                    Aidan_FireA 1 Reply Last reply Reply Quote 1
                    • Aidan_FireA
                      Aidan_Fire @TutorialDoctor
                      last edited by

                      @TutorialDoctor I'd like to know that too 😛 never used it.

                      1 Reply Last reply Reply Quote 0
                      • S
                        Stephenn
                        last edited by

                        Does anyone know how I could make a 2x2 grid for a player to move on?

                        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                        • Aidan_FireA
                          Aidan_Fire
                          last edited by

                          Yes, look for my project on the hub called something like grid lock (although I don't think it works properly for negative coordinates). I think for that I would make the joystick player invisible and add a second scenery player that just moves to the invisible player, on a grid.

                          1 Reply Last reply Reply Quote 0
                          • iTap DevelopmentI
                            iTap Development @Stephenn
                            last edited by

                            @Stephenn you can divid the position by the grid size, round that number. And then multiply by the grid size.
                            So an x position of 7.4 would move to an x position of 8 since 7.4/2 is 3.7 rounded is 4 and 4*2 =8

                            1 Reply Last reply Reply Quote 0
                            • S
                              Stephenn
                              last edited by

                              Ok thanks, I was over complicating by using modulus and subtract.

                              Aidan_FireA 1 Reply Last reply Reply Quote 0
                              • Aidan_FireA
                                Aidan_Fire @Stephenn
                                last edited by

                                @Stephenn Lol my grid lock is actually very old, round number didn't even exist when I made it.

                                1 Reply Last reply Reply Quote 0
                                • MurtazaM
                                  Murtaza Admin
                                  last edited by

                                  We actually have a grid demo we use for our internal testing. I thought we uploaded it to the hub but I guess not. I'll get @Hamed to upload it when he gets a minute free.

                                  1 Reply Last reply Reply Quote 0
                                  • HamedH
                                    Hamed Admin
                                    last edited by

                                    It's on the hub!

                                    https://www.hyperpad.com/projects/ys5ygoag

                                    1 Reply Last reply Reply Quote 0
                                    • S
                                      Stephenn
                                      last edited by

                                      Ok thanks, I actually want be able to move between blocks on the grid. I am trying to make a bomberman game.

                                      1 Reply Last reply Reply Quote 0
                                      • S
                                        Stephenn
                                        last edited by

                                        Ok actually I just got an idea from your example thanks.

                                        1 Reply Last reply Reply Quote 0
                                        • S
                                          Stephenn
                                          last edited by

                                          The game gets glitchy when I add particals, is there a way to prevent this?

                                          GameCRAZYG 1 Reply Last reply Reply Quote 0
                                          • Aidan_FireA
                                            Aidan_Fire
                                            last edited by

                                            It depends on what type of particle you are using (especially the number of particles slider when editing, more particles = more lag) and how many objects are playing particles.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post