• HOMESTUCK: retake

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    KrystalYeeK
    @Bryce678 How exciting! Thank you for sharing
  • 2026 Game Jam Challenge

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    KrystalYeeK
    🍀 Lucky Clover Puzzle Jam [image: 2ffc805c-8951-4ccd-8da6-d97c8e589681.png] Dates: March 13th, 2026 9:00 AM to March 20th, 2026 11:59 PM Theme: Lucky Clover Puzzle Design a puzzle game about luck, rarity, or finding something special. If you're hunting for hidden treasures, stacking lucky charms, or solving your way to that rare four-leaf clover, we want to see your most creative take on the theme. Think match-3 with luck mechanics, a hidden object puzzle, or a game about odds and probability. Go wild! Rules & Guidelines Games must be created using hyperPad Reusing existing assets or logic is allowed Focus on theme, storytelling, and sharing your progress Games should be playable with a clear outcome Tag your submission with #2026MARCHJAM to be featured on the Hub Submission ends March 20th, 11:59 PM EST Prizes Participate to win an awesome "Lucky Clover Participant." [image: 64288afe-f6ff-499e-ba1c-5991eb8a6483.png] If there are at least 5 submissions, the winner will receive an exclusive "Lucky Clover Winner" award. [image: d2e810b7-d508-4506-a408-659bf295f4e4.png] Good luck! 🍀 hyperPad Team
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    KrystalYeeK
    @NeilSenn said: Probably the fact that endless capacity is bewildering. Easy to get caught up learning processes rather than developing expression (not that the two are mutually exclusive) but honestly I don't see that here. This community seems all people with developed interests that draw, design, write music, make interesting mods and stuff which is rad to be a part of. Yes! Having the freedom to build anything can sometimes feel overwhelming. Game jams are a great way to add structure. They introduce clear themes, time limits, and constraints that help narrow the scope and create a focused path forward. That kind of framework makes it easier to develop skills, experiment with ideas, and actually finish projects. They also offer a chance to gain visibility within the community. Like you've mentioned, we have a very talented pool of creators here. It is exciting to see it continue to grow. As more people join and share their work, the level of creativity and challenge naturally rises for everyone involved. Hope to see you in the upcoming game jams!
  • Kick action with physic

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    KrystalYeeK
    @MrAeon1111 said in Kick action with physic: Hello, I just started a project and I would like to know if you can help me. I would like to be able to kick an object. Can you show me how to do that? I have just no clue what to use. Just a 2-D character walking down and kicking object with physics. Thank you very much Yes, you can do this in hyperPad. The idea is simple: make both the player and the object use physics, then apply a force to the object when the kick happens. 1. Make the objects use physics Select the object you want to kick. Add the behavior Make Physics. Do the same for the player character if you want realistic interaction. When an object is a physics object it reacts to gravity, collisions, and forces in the scene. Physics objects can collide with other physics or wall objects, which is what lets things be pushed or kicked. 2. Detect when the kick hits the object Add the behavior Collision Event to the player. Settings: Object A: Player Object B: The object you want to kick Event type: Started Colliding This behavior triggers when two objects start touching. 3. Apply force to simulate the kick After the Collision Event, add: Apply Force or Propel Object (from the Physics behaviors). Set: Object: the object being kicked Direction: left/right based on your character direction Strength: adjust until it feels right The hyperPad physics engine will handle the movement and collisions automatically. 4. Optional improvements You can tweak physics properties to change how the kick feels: Mass (heavier objects move less) Friction Bounce These can be changed with Set Physics Property. Let me know if this helps! You can learn all about this on the hyperPad documentation: https://documentation.hyperpad.com/hc/en-us
  • RobinsonX (Game ChangeLogs)

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    KrystalYeeK
    @RobinsonX Amazing!
  • 0 Votes
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    Ya7Y
    @RobinsonX Alright so update. Apparently the other device was so old, it needed to update twice for HyperPad to be on 2.5, strangely enough. So no, it wasn’t actually on 2.5, even though I updated. I went back and updated again to 2.5 and it works now. So thanks for your help. Moral here is probably don’t use older devices in general. Though I do realize still, the game is crashing a lot on another device, so that might be something to look into. Like randomly crashing.
  • hyperPad 2.5 is here!

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    KrystalYeeK
    Prefabs and Templates Upgraded Again! Spawnable prefabs and templates let you dynamically create premade objects during gameplay, making your scenes more flexible and efficient. Games like Terraria and Call of Duty: Warzone rely on spawning systems to generate enemies, loot, and interactive elements in real time. With the updated Spawn Object behavior, you can instantly instantiate assets from your Asset Library, speeding up development and creating more dynamic, replayable game experiences. [image: 9679fe34-760a-46f0-913d-033b0a1dc62d.jpeg]
  • Move player forward In their direction

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    RobinsonXR
    @IAmPotat The Raycast Test behavior outputs a normal field. This is the angle that the ray would travel if it were to reflect. You can use this to rotate an object to that angle, and then use a Calculate Direction behavior to calculate the x_vector and y_vector from the center of the object to where it's facing. You can use those values to determine how much your object moves when a ray has intersected with an object. If you need help on how to use the behavior, this video has step-by-step examples:
  • The 2026 Awards List!

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    KrystalYeeK
    Here are the latest awards. Share which ones you want and got! Early Bird: Logged in 3 days straight. Nice start! Dedicated Player: Played projects 3 days in a row. Keep going! Quick Commenter: Commented 3 days straight. Your voice matters! Like Away!: Liked 3 projects. Spread the love! Daily Champ: Logged in a full week. Way to go! Indie Games Addict: Played every day for 7 days. Keep rolling! Comment Star: Commented daily for a week. Shining voice! Lightning Likes: Liked 7 projects! Login Legend: Logged in 30 days straight. Epic streak! Indie Games Master: Played projects every day for a month. Game on! Comment Icon: Commented daily for 30 days. Rule the chat! Like Bug: Liked 30 projects. Live and Breathe hyperPad: Logged in 60 days straight. You're here more often than we are! Like Legend: Wow, 60 projects
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  • 2026, a really interesting year for iPads?

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    MurtazaM
    Can you be more specific on how you cropped your image? hyperPad has a limited built in image editor that has a crop feature. You can import a graphic, then in the asset library press and hold to bring up the menu, and then select "Edit Graphic" then on the left hand side select the crop tool. If you used an app outside of hyperPad, make sure the image you cropped is saved, and you have imported it into hyperPad AFTER you have made any edits in what ever tool you're using.
  • OpenHL out now!

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    Bryce678B
    OpenHL v6.tap Here’s the project!
  • How to Create a Charater’s Spectral

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    RobinsonXR
    @Paulo-Orsuli What you're describing is definitely possible. You have your character sprite. You want to have multiple graphics (the copies) in your scene with the same sprite. Make sure the copies are semi-transparent (tap the color wheel and adjust the opacity). Your copies shouldn't contain any logic from your character - the only logic for them to have is to follow the player. You can use a Frame Event and connect it to a Move to Object. For the first object, select the copy (itself) then select the player object for the second one so that the copies move to the player. Make the duration 0s. This makes your copies move to your character every frame, so it appears that they're following your player. Then after Move to Object, you can connect a Move By and move the object a random offset. Make sure the duration is 0 for this too. This will give you that distinct effect you're going for.
  • How to make checkpoints?

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    FranjipangF
    @RobinsonX yoooo thank you so much! This has worked perfectly :)
  • hyperPad 2.5 Beta - Now Available For Sign Up

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    KrystalYeeK
    hyperPad 2.5 beta updates! Thank you for your feedback beta testers. With your support, we have caught some bugs and made updates. Let us know what you think in the comments below. New Bug Fixes Fixed crashes in some projects when playing in the Hub Fixed unit and clear buttons not being visible on text fields in the behavior editor Fixed the status bar being visible on exported projects Fixed the Alert behavior not working on exported projects
  • We Apologize! 🥺

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  • THE FIRST PLAY AWARD

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    MurtazaM
    @Bryce678 Yes there is currently a bug in how rewards are treated. It should only be giving it to you the first time you earn it. However, it is giving it for every instance.
  • How to make a splash screen intro in hyperpad

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    RobinsonXR
    @Ethan-D This is late but for those who still are interested in how you can achieve this, you can use transform behaviors (the cyan behaviors) such as Move By, Scale To, and Rotate to Angle. You can use a combination of these behaviors to make your logo move, scale, and rotate. You can also fade its opacity by using Set Color. For a simple fade in effect, you can set the object's opacity to be 0% so that it is completely transparent. Then in the behaviors, you can place a Set Color behavior to make it change to white with full opacity over time. A lot of this is knowing how the behavior system works, so I recommend watching YouTube videos from the hyperPad YouTube channel to get a grasp on it. You'll be able to customize exactly how your logo animates by using transform behaviors and some other behaviors.
  • Pick up weapons

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    RobinsonXR
    @Anathematika Welcome to hyperPad. :) As actually mentioned, you can use Collision Event to trigger behaviors when colliding with another object. So when your player collides with a gun, you can trigger logic to: Remove the gun from the scene Make your player hold a weapon (could be a simple sprite change). And enable the ability for the player to shoot. Of course, if you want more customization than what is provided, you are free to use any other behaviors than the preset ones. For example, you can use the Raycast Test behavior if you want bullets to register instantly. Or you could have a graphic of the gun be attached to the player, then you can swap the graphic or change its visibility when the player switches weapons, unequips it, etc. Pretty much everything you can do in a 2D game is possible in hyperPad. You'd have to break big tasks into smaller steps to achieve what you want. Feel free to ask for anything specific! 👌