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  • New feature required: Destroy all shoots

    Comments & Feedback
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    1 Posts
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    No one has replied
  • New feature required: Customise alert box

    Comments & Feedback
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    0 Votes
    1 Posts
    1 Views
    No one has replied
  • How to get tags of object from ray casting intersect

    Help and Support
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    4 Posts
    37 Views
    enabehtE
    ah so good, thank you!
  • 0 Votes
    1 Posts
    74 Views
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  • New Image editor for hyperPad

    WIP and Showcase
    1
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    1 Posts
    10 Views
    No one has replied
  • From scene to scene hyperPad not loading all behaviours

    Bug Reports
    3
    0 Votes
    3 Posts
    244 Views
    MrAeon1111M
    Right now, I cannot reproduce the problem. sometimes it happens. I will let you know when I will have a proper explantation.
  • 0 Votes
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    245 Views
    MrAeon1111M
    It works perfectly, thank you!
  • Object behavior panel freezes

    Bug Reports
    3
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    3 Posts
    96 Views
    MrAeon1111M
    Yes, I try to double tap like 1 million times it didn’t work I tried 1 million and one time and it worked But this time it was scary….
  • How to shoot in a specific direction.

    Help and Support
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    2 Posts
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    RobinsonXR
    I think you can benefit from using a wall object. You can apply a velocity on it using Set Velocity and it will continue moving forever. Now to make it move in a specific direction, you do need to use a bit of math. The Set Velocity behavior has x and y input fields. What do you plug into those? Calculate x by using the Sine function. Sine takes in an angle. Calculate y by using the Cosine function. Cosine takes in an angle. Here I take an angle (substitute it with whatever angle you want) and plug it into Math Function behaviors. [image: c238509d-ef26-4934-853f-cae3dedc5d7d.png] [image: 6dc48bdc-0a07-4ada-b7ef-1b1a81b2c6c9.png] Now I take the outputs of the Math Function behaviors, and multiply them. The bigger the number you multiply with, the faster the object will travel. [image: aabe7a88-5d93-4997-8a2d-6625d47b9482.png] [image: ba98917a-9835-4fd3-8b86-883c8fe9361c.png] Finally, plug the results of those behaviors into Set Velocity. [image: b8505dba-89e3-4478-a52a-b9f7ede60bb0.png] In conclusion, given an angle and speed you want an object to travel, you can calculate the x and y velocity to apply to a wall object with these equations: x = Sine(angle) * speed y = Cosine(angle) * speed
  • Cannot publish projects to the hub currently

    Help and Support
    9
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    9 Posts
    705 Views
    Ya7Y
    Okay seems to be completely fixed now. Thanks!
  • Hit by bullet management tips & tricks

    Help and Support
    3
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    3 Posts
    205 Views
    RobinsonXR
    Here's an example on how to use the Boolean behaviors. The Text Operation behavior can also work this way if you wanted to check the prefix of the behavior name instead or something like that. [image: bb2ca4e1-6e1b-42db-a211-bafe127895dc.png] [image: 996639d1-6987-4c39-869b-dc53fd1a9e76.png]
  • Projectile not showing up on layer

    Help and Support
    23
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    23 Posts
    2k Views
    MrAeon1111M
    Wow cool thanks
  • Recruiting for best game that you have ever made!

    General Discussion
    3
    2 Votes
    3 Posts
    764 Views
    Paulo OrsuliP
    Nice I will join with you guys!
  • How to save an added tag

    Help and Support
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    2 Posts
    279 Views
    RobinsonXR
    You need to save and load the array. When loading the array, you must reapply the tags. Let's start with saving and loading. After modifying the array (it should now contain all the tags you need), you can trigger the Modify Save File behavior and save the entire array. When the scene starts, you can trigger Load from Save File with the same key you used in the modify save file behavior. Now you can load the array, but you must add the tags back, otherwise all the work you did for saving and loading was for nothing. Grab the loaded value from the load from save file behavior, and plug it into the Modify Tag behavior. There is an option to set the tags of the object (or append tags) which takes in an array.
  • Scene chang

    Help and Support
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    297 Views
    RobinsonXR
    A better approach would be to utilize the screen behaviors to move between images. This allows things to persist instead of the entire scene resetting every time.
  • 2 Votes
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    MurtazaM
    @pizzaking-i Is your system language changed? hyperPad should be going by system language.
  • 2026 Monthly Game Theme!

    Announcements
    2
    1 Votes
    2 Posts
    490 Views
    KrystalYeeK
    🚀 2026 May Theme! [image: b1576235-c33c-4dfe-9e1d-9293b6280fd4.png] Get ready to jump into hyperspace, because May’s theme is inspired by the epic universe of Star Wars! 🌌 From galactic battles and space exploration to mysterious planets and futuristic tech, this month is your chance to create any game that captures the spirit of a galaxy far, far away. There are no limits on genre or style, so long as your project fits the theme. 🛠️ How it works: Build your game anytime during the month of May Use hyperPad to bring your idea to life Share your project with the tag #2026MAYJAM ⏳ You have the entire month to create, experiment, and polish your game. This is a great opportunity to challenge yourself, try new mechanics, and showcase your creativity with the community. May the creativity be with you. 💫
  • Bird eye diagonal viewpoints for character help!

    Help and Support
    10
    1 Votes
    10 Posts
    804 Views
    HakujyuH
    Thank you, I need to read more tutorials, thanks for explaining
  • Yellow collision box

    Help and Support
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    5 Posts
    426 Views
    MurtazaM
    Oh oops. I accidentally half opened it. 😅
  • 1 Votes
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    576 Views
    RobinsonXR
    No I never had the need to do anything like this, but if I'm understanding this correctly, you want the image to clamp to the screen's boundaries when the image is larger than the screen. There's no built-in way to do this. The easiest thing I can think of is moving the image to the player every frame (Frame Event --> Move to Object) and then using the Clamp Value behavior. You can clamp the x and y position of the image as it moves and restrict it to a rectangular area. You would have to account for the dimensions of the image and the screen.