Arrays Don't like Negative Numbers
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@iTap-Development If you care so much, you should read the whole thread, and all the other bug reports and issues I've written about.
I'm NOT going to spend extra time on each and every one of them, or any one of them, until asked by someone in a position to do something about it. That should be common sense.
As to the assumptions about Hamed.... I note you've avoided the most important one...
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@Deeeds I have read the whole thread. And what assumption did I avoid? I copied and pasted. I thought I had them all. And NONE of them were important lol
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@iTap-Development The bit about the majority of the code being written by someone else...
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@Deeeds also, it’s common sense to be able to demonstrate the problem.
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@Deeeds how do you know that?
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@iTap-Development It's not a problem. It's a bug.
There are so many bugs in hyperPad that I'm sure Hamed has his work cut out for him, and will know much of the relationships between them and where they stem from. Simply pointing them out to him, that they happen, and where they happen, will probably reinforce his perceptions of some areas of sources of problems.
In other cases he may well not know about it, and will likely ask, specifically, how and what lead to it... and I'll help him then. Until then, I don't feel compelled to waste more time on any one bug when I can continue exploring hyperPad and find many more... that I have to work around to achieve what I want, and report on when I feel the need/desire/point.
I'm going to assume you've never worked with a project sized code base.
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@Deeeds bug, problem, don’t split hairs.
So, how do you know someone else wrote most of the code? -
@Deeeds you are forming opinions based off your assumptions....not recommended.
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@iTap-Development There was a founder that was the chief architect of the project and programming lead and has a history of exploring cocos2D, the technology this is based on. It was likely his idea to build GamPress, or that of someone close to him. Their sources sources of inspiration are something that should be looked into. Many of his ideas that became GamePress and then hyperPad show that he did some research (but not enough) and that he was thinking in competing and conflicting directions at the same time. That he or his mentors were confused about the nature of digital creativity and interactivity. They were trying to blend ideas of social networks and community with development. That split has compromised the core endeavour, more so in hyperPad than in GamePress, ironically.
All of this is public knowledge.
He left.
Whenever a programming lead leaves, things slow down MASSIVELY. And if you look at the rate of updates and what was updated and added, you can get a good sense of when he left.
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@Deeeds if it’s public, can you tell me where I can find the information? I’m not saying you are wrong, but I am curious.
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@iTap-Development the real cost of any tool is learning to use it and working around its limitations.
When a tool also has problems and bugs (and hyperPad has both, and they are VERY different things) then the burden of cost is borne by the users, over and over again... despite the fact they're also paying for the service.
hyperPad has fundamental problems.
And systemic bugginess.
It crashes EVERY single time it launches on a reopened iPad. I have never seen any other app be this consistent in crashing. Nor even close to it. That should be something that's immediately fixed. It's amazing that Apple's not doing something about it.
hyperPad drains battery faster than the most intensive 3D games on an iPad, when it's in Editor mode. That's something VERY buggy, and a problem. And it goes on and on and on...
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@iTap-Development said in Arrays Don't like Negative Numbers:
@Deeeds if it’s public, can you tell me where I can find the information? I’m not saying you are wrong, but I am curious.
Well?
And if hyperPad is so bad, just leave.
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@iTap-Development First, they talk about their relationship on VC and startup sites, a few years back. I didn't bookmark this stuff, just did a quick group of searches into the history of the project before I decided to invest more time in learning and using it.
One guy is largely responsible for the whole thing and roped two of his cousins into the project. They raised a bit of money a few times, I think the biggest was 120k at some point, but am going from memory.
Then there's the status of the linkedIn, etc... and the updates stall out, and there's some very interesting comments about community and intent by @Murtaza sprinkled through the history of this forum.
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@Deeeds are you talking about behroz? I think that was his name. Murtaza said he moved to a different country.
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@Deeeds Murtaza mentioned on Reddit that they had around $300,000 invested, around a year ago. @ThomasV is (or at least was 5 months ago when he messaged me) a software developer at hyperPad, although I don't know exactly who does what. I haven't heard of anyone else other than Hamed and Behroz related to hyperPad or GamePress.
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@Jack8680 I think that's probably sum total investment, from GamePress through to today. GamePress didn't make money, so far as I know, and it's patently obvious there's almost nobody using hyperPad. I think more people used SceneKit before ARKit came out.
And that's really saying something.
SceneKit was a ghost town.
Despite being far better than Sprite Kit.
The best thing to come out of ARKit is that SceneKit is getting some usage.
Not coincidentally, either. It's now obvious why Apple was investing in SceneKit and I/O... they were planning and going at it in both AR and VR. It looks like they've wisely canned the VR stuff.
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@Deeeds I think GamePress had an unlimited levels IAP, although I could be confusing it with early hyperPad.
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@Deeeds said in Arrays Don't like Negative Numbers:
@iTap-Development There was a founder that was the chief architect of the project and programming lead and has a history of exploring cocos2D, the technology this is based on. It was likely his idea to build GamPress, or that of someone close to him. Their sources sources of inspiration are something that should be looked into. Many of his ideas that became GamePress and then hyperPad show that he did some research (but not enough) and that he was thinking in competing and conflicting directions at the same time. That he or his mentors were confused about the nature of digital creativity and interactivity. They were trying to blend ideas of social networks and community with development. That split has compromised the core endeavour, more so in hyperPad than in GamePress, ironically.
All of this is public knowledge.
He left.
Whenever a programming lead leaves, things slow down MASSIVELY. And if you look at the rate of updates and what was updated and added, you can get a good sense of when he left.
Yeah.... None of this is true.
Hamed has always been the lead architect, and Hamed has done most of the code. So please don't speak about us as if you have some inside knowledge. You don't.
It's one thing to comment on your experiences with the app and the bugs you face. But you're making HUGE assumptions on our experience, our background, and our development. We've been in this industry for years, I think we have an idea of what we're doing.
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If you want to know more about our company. I'm happy to share the details. It's not a secret. Here are the details even though it has nothing to do with this thread.
- Company was founded by my self, Hamed, and Behroz. Hamed is my Brother, Behroz is my cousin.
- Since starting we've raised about $300,000.
- There have been roughly 500,000 download of GamePress by 2014, and about 25,000 monthly active users (not insane numbers, but good enough for a niche product)
- In the summer of 2014, we were funded by YCombinator (one of Silicon valleys most competitive investment firms). During that time we started transitioning from GamePress to a more "prosumer" tool targeted towards interactive books. This was called Tappabl.
-We didn't like the direction of Tappabl. It wasn't what we wanted to do from the beginning. So we decided to go back to our roots. We rewrote GamePress from the ground up and relaunched as hyperPad in 2015. - Biggest mistake: we didn't make hyperPad an update to GamePress and ultimately lost our user base in the transition
- Since 2015 the team has changed. During 2015 the team was 6 people. My self, Behroz, Hamed, and 3 other hired developers (2 Jr programmers, and one sr).
- In 2016 the Jr programmers returned to school, behroz decided to pursue other options (moved to the US, works full time at Amazon, but is still 100% of the hyperPad team, just no longer writes code due to Amazon non compete policies). End of 2016/early 2017 our senior programmer left to work at a start up in silicon valley.
- Also during 2016, we hired some artists to create some custom art work for potential hyperad use.
-2017 we hired 2 jr programmers (only temp). We also hired hired a small marketing firm, but they ended up not working out. - Currently we have about 5,000 monthly active users. Not a huge number. But it's more more than this forum. The forum and Hub are areas we're trying to get more active. But as of now, not a clear representation of the size of the user base.
- Right now our focus isn't to have a million users. We would much rather have 1000 users who are using the app, providing feedback, collaborating and just building awesome stuff.
Currently the team is just Hamed and I full time, and behroz part time. We've actually just concluded interviews and have hired 2 additional programmers that will be joining us in January.
We never raised additional money because:
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Raising money is time consuming and makes you lose a lot of focus. When you raise investor money your company and focus changes to build something investors want rather than what users want. We'd rather build something for users.
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We don't need more money. hyperPad isn't our only source of income (we are working on it full time though!) We're fortunate enough to be able to bootstrap using other funds.
Finally, yes there are bugs and issues. But you need to remember this forum isn't the only way users communicate with us. We get hundreds of emails about questions, bugs, and other feedback. A lot of our time is trying to diagnose these issues and verify if it's a bug we caused, or something wrong with their logic.
When it comes to the forum, it's a bit different since our awesome community can also help out. Often times they try and suggest a solution that will work until the bug is verified and fixed.
If the bugs are getting in the way of your enjoyment of hyperPad. Then I'm truly sorry. We're working hard on fixing. Sometimes we get overwhelmed (especially when there is a really *helpful and vocal user), but we'll be updating our roadmap with the bugs we've verified and the ones we're working on.
Finally... If you're not enjoying hyperPad and it is crashing every time you start it up, or there are too many bugs to make it useful, then you can get a refund. Apple does offer refunds. Contact the Appstore team and they will get you sorted out.
That doesn't mean we want to see you go, but we understand if you need to part ways.