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hyperPad

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  3. How can I make a smooth d-pad

How can I make a smooth d-pad

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  • HamedH Offline
    HamedH Offline
    Hamed
    Admin
    wrote on last edited by
    #43

    It's on the hub!

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

    1 Reply Last reply
    0
    • S Offline
      S Offline
      Stephenn
      wrote on last edited by
      #44

      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
      0
      • S Offline
        S Offline
        Stephenn
        wrote on last edited by
        #45

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

        1 Reply Last reply
        0
        • S Offline
          S Offline
          Stephenn
          wrote on last edited by
          #46

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

          Michael KhalfinG 1 Reply Last reply
          0
          • Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by
            #47

            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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            • S Stephenn

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

              Michael KhalfinG Offline
              Michael KhalfinG Offline
              Michael Khalfin
              wrote on last edited by
              #48

              @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
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              • S Offline
                S Offline
                Stephenn
                wrote on last edited by
                #49

                Ok thanks, I want a bomberman type explosion

                1 Reply Last reply
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                • Michael KhalfinG Offline
                  Michael KhalfinG Offline
                  Michael Khalfin
                  wrote on last edited by
                  #50

                  @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 Offline
                    S Offline
                    Stephenn
                    wrote on last edited by
                    #51

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

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                    • Michael KhalfinG Offline
                      Michael KhalfinG Offline
                      Michael Khalfin
                      wrote on last edited by
                      #52

                      @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 Jack de WildeJ 2 Replies Last reply
                      0
                      • Michael KhalfinG Michael Khalfin

                        @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 Offline
                        iTap DevelopmentI Offline
                        iTap Development
                        wrote on last edited by iTap Development
                        #53

                        @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
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                        • Michael KhalfinG Michael Khalfin

                          @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...?

                          Jack de WildeJ Offline
                          Jack de WildeJ Offline
                          Jack de Wilde
                          wrote on last edited by Jack8680
                          #54

                          @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
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                          • Jack de WildeJ Jack de Wilde

                            @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 Offline
                            iTap DevelopmentI Offline
                            iTap Development
                            wrote on last edited by iTap Development
                            #55

                            @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.

                            Jack de WildeJ 1 Reply Last reply
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                            • iTap DevelopmentI 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.

                              Jack de WildeJ Offline
                              Jack de WildeJ Offline
                              Jack de Wilde
                              wrote on last edited by
                              #56

                              @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
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                              • Jack de WildeJ Jack de Wilde

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

                                iTap DevelopmentI Offline
                                iTap DevelopmentI Offline
                                iTap Development
                                wrote on last edited by
                                #57

                                @Jack8680 yeah I guess!

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                                • S Offline
                                  S Offline
                                  Stephenn
                                  wrote on last edited by
                                  #58

                                  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

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                                  • S Offline
                                    S Offline
                                    Stephenn
                                    wrote on last edited by
                                    #59

                                    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
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                                    • Aidan_FireA Offline
                                      Aidan_FireA Offline
                                      Aidan_Fire
                                      wrote on last edited by Aidan_Fire
                                      #60

                                      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.

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                                      • S Offline
                                        S Offline
                                        Stephenn
                                        wrote on last edited by
                                        #61

                                        Thank you.

                                        1 Reply Last reply
                                        0
                                        • CAnesiaC Offline
                                          CAnesiaC Offline
                                          CAnesia
                                          wrote on last edited by
                                          #62

                                          @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!

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