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.
    • 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
              • 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.

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

                  Ok thanks, I want a bomberman type explosion

                  1 Reply Last reply Reply Quote 0
                  • 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.

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

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

                      1 Reply Last reply Reply Quote 0
                      • 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.

                          1 Reply Last reply Reply Quote 0
                          • 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!

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

                                    Yah, I was thinking I might be able to use shoot behaviors. I am trying to use loop and spawn behaviors for something else but I can't figure out how to work them, any suggestions. Thanks

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

                                      I want to loop spawning objects in random places until there are a certain number of spawned objects. Can someone help me, thanks.

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

                                        So not spawning all the object at once? For spawn all at once you can use spawn on area, select the area then change number of object spawned. For spawning objects constantly on a timer until you reach a certain number, have the timer (however long you want it to be) seconds with the spawn ob object or area underneath, select your area then change max number of objects and make sure recycle is off. This will just keep spawning objects on your time until the max is reached, if an object gets destroyed then it will spawn a new one, unless you turn the timer off.

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

                                          Thank you.

                                          1 Reply Last reply Reply Quote 0
                                          • CAnesiaC
                                            CAnesia
                                            last edited by

                                            @Hamed Thanks! for posting the "Grid Movement" example.
                                            Strange, it does not work as soon as you change the character "empty object" graphic in your project, none of the directions will work... I tried twice and at the end I had to recreate it from scratch in a new project. Well it worked fine a while till I changed a few times my character graphic and now the UP direction works as long as I do not do LEFT, as soon as I do left the UP will not work any more.
                                            I posted a project on HUB (H2Oow) to show it ... can you look at it? or someone to reproduce the error.
                                            Regards!

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