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  • SO MANY GLITCHE

    Bug Reports
    8
    0 Votes
    8 Posts
    180 Views
    Drewb365D
    Never mind. I guess the developers put that in the game themselves.
  • Tales from Toad Hall: beta showcase

    WIP and Showcase
    6
    1 Votes
    6 Posts
    290 Views
    themerpygirlT
    demos out [image: 12189cf3-70fb-44b8-9959-6649d8851a03.png] Woah what the heck where did this come from!!! my iPad. That’s where. stupid (you actually are not stupid but very smart ) So you can play the game. The Demos of the game. That means ev’ry demo I have shown in this thread plus TWO NEW ONES!!!! that aren’t that cool. But also you can play THE UPDATED BUBBLE POP GAME WHAAAAAT!!! ITS GOOD!!! as mentioned I have a lot of projects queued up for the fall season so I will be a bit busy. That is why I wanted to release the demo so soon Also I know by this point development has been going pretty fast but that’s just because I have been working on the demos of the game. Making the art and finalizing ev’rything will take a while, but I will make sure people (two or three maybe ) are updated in this thread . Thank you I hope you like. The game! 🍦yum who put this here
  • Login and Project open crash BUG.

    Bug Reports
    9
    1 Votes
    9 Posts
    620 Views
    Drewb365D
    Oh nvm I got it
  • I Cant transfer my copy of Hyperpad to my new iPad?

    Help and Support
    2
    0 Votes
    2 Posts
    119 Views
    MurtazaM
    You should just be able to redownload it from the App Store like any other app. We don't have any control over how the app store works or functions.
  • iPhone HP Crashes

    Help and Support
    12
    0 Votes
    12 Posts
    865 Views
    MurtazaM
    @OKAC_JD Sorry missed this. Just resent the invite now.
  • Optimisation tips and tricks

    Help and Support
    3
    0 Votes
    3 Posts
    284 Views
    MrAeon1111M
    I see, thank you, man
  • Timer and wait before move to object stop working

    Bug Reports
    3
    0 Votes
    3 Posts
    281 Views
    RobinsonXR
    If Move to Object is being retriggered very frequently and it has a big enough duration, it can stop working since the move animation is being interrupted over and over again. If you try 0s duration for the Move to Object behavior, then it will work since the animation is instant and therefore cannot be interrupted.
  • New Image editor for hyperPad

    WIP and Showcase
    2
    1 Votes
    2 Posts
    316 Views
    MurtazaM
    I've expanded the pixel editor to be a full art studio. It can now do larger graphics, and has various brush types like an air brush so you can create all sorts of graphics. I've also expanded on the animation tools by introducing Skeleton animation system. hyperPad doesn't currently support bones, so the plan here is that your created skeleton animation will flatten to a regular sprite sheet that works within hyperPad. Until we eventually offer bones. Screen Recording 2026-07-28 at 2.14.20 PM.mp4
  • Automatic aspect ratio needs to stop

    Comments & Feedback
    2
    0 Votes
    2 Posts
    333 Views
    MurtazaM
    Hmmm, this is pretty good idea. I think this can be split into 2 uses. Make a project setting of supported devices. This shares to the hub, and when you play it in the hub it also preserves the device it is desiged for (I think in this case it should auto default to the one closest to your current aspect ratio). An editor setting, to automatically select the desired aspect ratio when running the project from the editor. This way you can quickly test with out always having to switch aspect ratios. Of course in both situations the available aspect ratios will be selectable from the in game menu as it is now. Does this idea solve your problem?
  • More cloud save space

    Help and Support
    3
    0 Votes
    3 Posts
    233 Views
    MrAeon1111M
    If you need a payment, it’s okay… I am full now
  • 1 Votes
    3 Posts
    573 Views
    MurtazaM
    @TutorialDoctor Perfect time to check in. Lots of big stuff on the horizon :)
  • From scene to scene hyperPad not loading all behaviours

    Bug Reports
    5
    0 Votes
    5 Posts
    571 Views
    MrAeon1111M
    I found a solution. The solution is to use a frame event (I forgot the name the first one, the others do not work) directly on tags To pull objects from UI on main layer for example, and if you want these object to stay there durably. Frame event, move to layer (with tag(s))
  • New feature required: Customise alert box

    Comments & Feedback
    5
    0 Votes
    5 Posts
    443 Views
    MrAeon1111M
    If you could make one it would be a great time saver.
  • Upload bug

    Moved Non-Issue
    13
    0 Votes
    13 Posts
    5k Views
    MurtazaM
    @Alexwolf01 said: The button is between my screen and I can’t move it or delete it and yeah, I found a lot of bugs like this it’s so annoying. You should create your own thread with the bug rather than reply to a 4 year old thread that is unreleated. But make sure you're on the UI layer. By default buttons are added to the UI layer, and you can't interact with them until you switch to that layer.
  • New feature required: Destroy all shoots

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

    Help and Support
    4
    0 Votes
    4 Posts
    290 Views
    enabehtE
    ah so good, thank you!
  • 0 Votes
    5 Posts
    511 Views
    MrAeon1111M
    It works perfectly, thank you!
  • Object behavior panel freezes

    Bug Reports
    3
    0 Votes
    3 Posts
    313 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
    2
    0 Votes
    2 Posts
    345 Views
    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
    0 Votes
    9 Posts
    1k Views
    Ya7Y
    Okay seems to be completely fixed now. Thanks!