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    How can I make a smooth d-pad

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    • 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.

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      • 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

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        • 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.

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              • 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.

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                  • 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.

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                        • GameCRAZYG
                          GameCRAZY @Stephenn
                          last edited by

                          @Stephenn You are probably adding a lot of particles. Or just not doing them with enough time in between. Totally unnecessary.

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                          • S
                            Stephenn
                            last edited by

                            Ok thanks, I want a bomberman type explosion

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                            • GameCRAZYG
                              GameCRAZY
                              last edited by

                              @Stephenn Try and limit the particles and effects that you use when you do explosions. So for a bomberman explosion, you could use the default Hyperpad explosion particle, and enhance it with colors of your own. You could also tweak its size in proportion to the game.

                              For other help with game appearance and lag, make sure to check this post of mine: https://forum.hyperpad.com/topic/121/how-professional-is-your-game

                              And for help regarding how you are making and what your goals should be, try and follow this post: https://forum.hyperpad.com/topic/121/how-professional-is-your-game

                              In general, you should try and avoid changing your project idea before you have finished. If you are even a little bit like me, you will never finish that way - or at least get something good done.

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                              • S
                                Stephenn
                                last edited by

                                Ok thanks, I want it to blow up in a plus shape.

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                                • GameCRAZYG
                                  GameCRAZY
                                  last edited by

                                  @Stephenn When you are executing your plan, you have to make sure everything is achievable for you. If you are having so much trouble and you ask for so much help, it almost become's the peoples' game.

                                  Anyway, I would try using two particle effects - one going upwards and one downwards. I don't particularly understand the significance of making them into a plus sign though...?

                                  iTap DevelopmentI Jack8680J 2 Replies Last reply Reply Quote 0
                                  • iTap DevelopmentI
                                    iTap Development @GameCRAZY
                                    last edited by iTap Development

                                    @GameCRAZY if someone is new to hyperpad, they may need to ask a lot of questions. Because they may not even know if something is possible, and what any limitations may be. It's still his game and his idea. Also, who cares why he wants his explosion a certain way? Any ideas People have for him could also give other users ideas for their games. This topic has actually given me some good ideas!😆

                                    @Stephenn if particles doesn't work well, you could also use an animation for the explosion! It might be hard to do a plus shape explosion with particles.

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                                    • Jack8680J
                                      Jack8680 @GameCRAZY
                                      last edited by Jack8680

                                      @GameCRAZY in bomberman the explosions go in a plus shape in the grid, so you'd probably have to have an object for each square in the explosion so it doesn't go through walls. If each object plays a particle and there are, say 13 objects, I can see why spawning the objects and starting the particles all at once might cause a lag spike. Like @iTap-Development says, animations might work better, but still might cause lag if your explosions are made of many objects and are all being spawned at once.

                                      iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                      • iTap DevelopmentI
                                        iTap Development @Jack8680
                                        last edited by iTap Development

                                        @Jack8680 what I mean is you could have a plus shaped explosion animation with One object. So it wouldn't need to be a bunch objects or particles.

                                        Jack8680J 1 Reply Last reply Reply Quote 0
                                        • Jack8680J
                                          Jack8680 @iTap Development
                                          last edited by

                                          @iTap-Development but then the explosion would pass through walls. I'm assuming the explosions should stop when they hit a wall.

                                          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                          • iTap DevelopmentI
                                            iTap Development @Jack8680
                                            last edited by

                                            @Jack8680 yeah I guess!

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