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  • 1 Votes
    8 Posts
    582 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.
  • 0 Votes
    4 Posts
    1k Views
    KrystalYeeK
    Common Issue If hyperPad won’t log in / crashes: Tell us your iPad model + iPadOS version Tell us which app: hyperPad / hyperPad Hub / hyperPad Starter Send a 10-sec screen recording of the issue Include the exact step you were doing when it happened Email it to: support@hyperpad.com
  • Move player forward In their direction

    Unsolved Help and Support
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    Ya7Y
    @IAmPotat Hey, So you could use an attribute system to set when the player is in a certain direction. For example, create an attribute in an object’s menu settings called “Direction“. When the player is facing to the right (or doing anything that makes them face right) set the Direction to “Right”. If left for any reason, set it to “Left”. When you go to move the player, Get Attribute, and If attribute = Right, move the player in the positive X axis, and If attribute = Left, move player along the negative X axis. This is one of many ways. Behaviors Used Set Attribute Get Attribute If Move by
  • Dictionary load and save tutorials

    Help and Support
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    41 Posts
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    MrAeon1111M
    Sorry about that I found a solution to my problem
  • Best way to erase something in an array

    Help and Support
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    1 Votes
    4 Posts
    368 Views
    MurtazaM
    There are a few major tentpole changes to hyperPad that are in the works. Once these are in place we'll be doing more of a focus on tutorials and documentation
  • 1 Votes
    7 Posts
    1k Views
    Ya7Y
    @RobinsonX Oh god that TestFlight scared me 😳 so glad I made a copy of my game. Looking forward to the next iteration. Thanks for the heads up.
  • I lost my code

    Help and Support
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    0 Votes
    8 Posts
    756 Views
    IAmPotatI
    Ok thank you!
  • Loop and spawn

    Help and Support
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    5 Posts
    386 Views
    MrAeon1111M
    Perfection thanks
  • Just Thinking

    Comments & Feedback
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    4 Posts
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    RobinsonXR
    Yes! that too! People aren't patient when scrolling through shorts 😭
  • How to Create a Charater’s Spectral

    General Discussion
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    1
    1 Votes
    3 Posts
    615 Views
    Paulo OrsuliP
    @RobinsonX Nice bro! Thank you I`ll Tr
  • Broadcast message from a scene to an overlay possible?

    Help and Support
    12
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    12 Posts
    756 Views
    MrAeon1111M
    You mean having the inventory always loaded, but visibility turned off. I need to try that
  • Can’t switch joysticks (Change weapon)

    Help and Support
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    15 Posts
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    MrAeon1111M
    It works with joystick input but not with joystick control.
  • Forum new topic window problem iPad Pro

    Bug Reports
    7
    1 Votes
    7 Posts
    619 Views
    MrAeon1111M
    Thanks for the great move
  • Pick up weapons

    Help and Support
    10
    1 Votes
    10 Posts
    871 Views
    MrAeon1111M
    MrAeon1111 [image: IcB2504faY.jpg]
  • Somthing I’m working on

    WIP and Showcase
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    3 Votes
    4 Posts
    880 Views
    Ya7Y
    @Bryce678 Good work
  • Attribute default value not loading at game start

    Help and Support
    5
    1 Votes
    5 Posts
    481 Views
    RobinsonXR
    @MrAeon1111 There are two ways. Behaviors that don't have anything attached to the top are triggered when the scene starts. We call these root behaviors. You can have your Set Attribute behaviors be root behaviors. In the editor, you can define object attributes from the selected objects like shown in the screenshot below. [image: 93b50169-ebd7-4d97-8a7c-4760438b5f9b.jpeg]
  • HOMESTUCK: retake

    WIP and Showcase
    8
    1 Votes
    8 Posts
    744 Views
    KrystalYeeK
    @Bryce678 How exciting! Thank you for sharing
  • 2026 Game Jam Challenge

    Announcements
    3
    2 Votes
    3 Posts
    819 Views
    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
  • 1 Votes
    5 Posts
    916 Views
    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

    Help and Support
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    2 Posts
    303 Views
    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