Is there any way to remove hyper pad intro on App Store apps
-
I'm not sure this is the right finger.
-
nope, not done... yet...
-
An endless wellspring of bad ideas flows forth...
And I ask myself, when will it end?
-
I like the Maxi one.
I think we should pivot to a feminine hygiene product company instead.Also interesting that you used "Touch Code". Internally we used to call the Behaviour system "Touch Action Programming" (thats why hyperPad projects are .tap files)
-
@Aidan-Oxley said in Is there any way to remove hyper pad intro on App Store apps:
@Murtaza But if we want to, can we have (or make) a custom hyperPad splash that you guys are content with (with your logo n stuff on it of course)?
Yes. If you run it by us, we can include it with your App Store build. As long as it does a good job of representing hyperPad.
-
So whould something like this be ok?!
Or put the game icon instead of a logo.
0_1509105510110_C22C5103-6576-4C34-9F11-25219636C2B5.jpeg -
@Aidan-Oxley yeah if it’s a zombie game we can make the hyper pad logo bloody and stuff.
-
@Wazk-Mobile said in Is there any way to remove hyper pad intro on App Store apps:
So whould something like this be ok?!
Or put the game icon instead of a logo.
0_1509105510110_C22C5103-6576-4C34-9F11-25219636C2B5.jpegNo. It'd need to be full screen hyperPad, and also meet design standards. But send us an email with your design and we'll go from there.
-
@Murtaza Oh alright so we can’t combine lots of splash screens into one, hyperPad has to have its own?
-
@Wazk-Mobile I agree, but the price is irrelevant.
When you buy a tool, no matter if the price is $1 or $1million, you've bought the right to create anything and everything with that tool, without any need to promote that tool.
When you buy a tool, your use of the tool does not oblige you to promote or otherwise recognise the use of that tool in your production.
If, however, the tool is given to you, or you're offered a reduced price wherein part of the savings is an agreement to promote the tool, that's another thing.
But, first and foremost, throughout the known universe, purchasing a tool's premium priced option removes the obligation to promote its usage or otherwise acknowledge its use.
hyperPad have done a bit of a y-combinator style misanthropic and disingenuous move here. Selling a tool and STILL insisting on recognition of its usage is a no-no.
This matter needs to be addressed as it's part of a systemic contempt towards users prevalent in much of the website support and overall design problems within hyperPad. Or... it could be just a complete lack of self awareness in a small team.
-
It’s pretty standard practice in the gaming space to have a splash screen of the tool or engine. Even for ones you pay for.
Unity used to require it for all tiers, but they changed it recently where the pro tier ($125 a month) doesn’t require it any more. Unreal engine requires it for even AAA titles that pay upwards of $50,000.Unity gained the brand and fame so they were able to remove it for free/non pro users. We’re still pretty small and can’t make that kind of change yet.
That being said, since we’re a small startup we can adapt and change things very quickly. So depending on how things go we can react to that. As it is right now the demand is t really there to warrant a change.
-
It's not standard practice. This is a nonsensical claim.
When you see logos at the beginning of ANY form of entertainment, you can be assured that some form of commercial assistance has been provided.
I didn't mention Unity because this case is famous. Their community got increasingly furious about that splash screen, and efforts were made to create licensing options that removed it. IN RESPONSE TO COMMUNITY OUTCRY.
Not because "they got famous enough to remove it..." - this is also a nonsense claim, a rewriting of history to suit your own "logic".
The same is true of their dark and light themes... it remains the biggest single indicator that their product designers are controlled by misanthropes running their marketing and sales departments. And it remains the biggest annoyance of their users.
-
@Murtaza said in Is there any way to remove hyper pad intro on App Store apps:
As it is right now the demand is t really there to warrant a change.
I want this to resonate, in isolation:
Demand is a function of appeal.
This is one of those changes that can make a production tool much more appealing to those with professional grade production qualities at their disposal.
By the same token, it's a deal breaker when there's no option to remove it.
I'm shocked the Developer tier doesn't have this splash screen removed. I just presumed it would have. Lower tiers, fine. But the professional production tier is for professionals, and isn't cheap.
If you have no other option, I'd suggest making a Pro Developer tier above the Developer tier that's got the splash screen removed and whatever else you've got missing from the Developer tier that'd be expected by anyone making professional products.
Or "selling" splash screen removal for a price.
It's unbelievable that you expect to be able to use the labours, talents and resourcefulness of your premium tier users as your advertising. That's an arrogance and hubris that needs to be checked.
-
I like hyperPad, if I were to put a game on the App Store I’m completely happy to advertise hyperPad, it’s not like I’m gonna lose users because of it. I’d just want to make a splash screen that suited my game style or something.
-
@Deeeds said in Is there any way to remove hyper pad intro on App Store apps:
It's not standard practice. This is a nonsensical claim.
When you see logos at the beginning of ANY form of entertainment, you can be assured that some form of commercial assistance has been provided.
I didn't mention Unity because this case is famous. Their community got increasingly furious about that splash screen, and efforts were made to create licensing options that removed it. IN RESPONSE TO COMMUNITY OUTCRY.
Not because "they got famous enough to remove it..." - this is also a nonsense claim, a rewriting of history to suit your own "logic".
The same is true of their dark and light themes... it remains the biggest single indicator that their product designers are controlled by misanthropes running their marketing and sales departments. And it remains the biggest annoyance of their users.
It is standard practice. However, there have been some recent changes. For example with unreal it's no longer required to show the splash screen, but you must include them in the credits.
That being said Unreal and unity are large enough that they can afford to do this.
While community outcry for unity definitely had an impact, they didn't do this overnight. I've been part of the Unity community since 2005 when it was only available for mac and pretty expensive (compared to other indie engines). The splash screen was something the community talked about even in those days. BUT they didn't make the change until they were large enough to afford it and well known enough where it wouldn't make a great impact.Of the hundreds of hyperPad projects exported for the app store, we have only had this complaint twice. I think most users are fine with it being there.
As for the splash screen removal at a price. We do offer that. For embedded systems (kiosks etc) that can be negotiated as part of their licensing.
It's not something that's publicly available because for the majority of users it is not relevant. If you're creating a serious enough project where the splash screen is causing major concerns then we would already be in contact :). -
This post is deleted! -
@iTap-Development Where did you get the ridiculous idea I'd suggested otherwise?
-
Buy a full platform (top tier) license from Unreal: NO SPLASH SCREEN
Buy the top tier package from Unity (since 2005): NO SPLASH SCREEN
This is the same for EVERY OTHER ENGINE!
It is not standard practice for an engine (or middleware) top tier package to include a need for splash screens.
Compare Apples to Apples. I'm talking about YOUR top tier versus the top tier licenses from other providers.
-
There are some much bigger concerns regarding your "thinking" on this matter.
- You think the splash screen helped Unity attain success. That's not nearly true. Their massive advertising and enormous (unprecedented) spends on editorial and advertorial content helped them. No Middleware or Game Engine has (before or since) spent so much on manipulating opinion. There was a strategy to this, and Unity benefited greatly from the general naivety of the game developer world. They could make baseless, boldfaced claims and were paying to ensure there was no critique or questioning of them. Then they'd raise more money and do it all over again... and again...
1.a) You're making a leap through reversed logic. Only the lower licensing tiers require splash screens, and they're the horrible games from producers without serious funding who do nothing but paint a bad image of Unity (past and present).
-
"If you're creating a serious enough project where the splash screen is causing major concerns then we would already be in contact :). " We are already in contact... it's playing out right here. Am I not making it clear enough that it's a problem for me? I'm making the exact same claim as the OP, in different words, for different reasons.
-
You seem to believe only big players can remove the splash screens. That is absurd logic. Show me ANY game engine thats top tier (premium, not free) user/platform licensing requires a splash screen. I can't think of a single one.
-
Unreal's Splash Screen is a badge of honour (it's widely known what's required to get through production in their engine), Unity's is a badge of shame. Out of curiosity, are you aware of this reputation issue? Are you aware that it came about specifically because of the types of people that use Unity, the projects they make with it and that forced splash screen requirement for lower tier licenses?
-
This post is deleted!