Hyperpad is not working offline in iOS 12! Help!
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New version has been submitted to Apple. Will be available very soon.
However some of of the things you’re mentioning (like screen shake) have not been changed or modified so they should be working fine (also receiving no other reports with them).I don’t believe Apple lets your download old version s if apps. If you sync your iPad with a computer using iTunes it will transfer apps to your computer. Maybe you still have an old version if you do this.
But my gut feeling is some of the issues your experiencing is logic issues caused by how some of your behaviours are set up. Maybe make a new post on these issues with screen shots of your behaviours.
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@murtaza
But what is frustrating me is that I have the two versions side by side. Virtually the same coded behaviors unchanged running on both ipads. The latest version of hyperpad on my ipad pro and the ver 1.190 on the ipad air. How come that the game used to work before and even in ver 1.190 and now, it suddenly does not in the latest release? I really hope there's an easy way for me to show you what I am saying...but only uploading perhaps a video will do. It really is hard when something doesn't work in the new version which happens to work before. I even talked to Aidan and he told me that even in the beta version of this recent release, some of his behaviors have to be replaced to work again. In my case, I don't even know what to do since if you look at the code, there is really nothing wrong in there. The fact that it works in the old version doesn't make sense for it not to work on what is supposed to be the latest and hence better version of hyperpad... -
Take a look at the roadmap and see what changed in version 1.20
https://trello.com/b/EmwcGN1T/road-map-and-known-bugsIt's possible there was a bug with an old behaviour and it is fixed in the new version. But maybe your game relies on the bug to exist.
Send us your project, and give us details on where to look (where behaviours are, and what is the issue).
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@murtaza
Alright, first, I will create a short video showing both ipads side by side and running them one after the other to show you that the scene runs perfectly well on the old version (1.190) but not on the new one.P.S.
I even redid all the behaviors for that scene (Piragua Boss Fight) but despite that, the collision is still not detected. i tagged multiple beams in the game and created a behavior that once the character collides with each of them, one by one they will have to become physics and fall down as the ground shakes. But that doesn't happen still. I even changed the characters and placed the codes in the global scene and all. But nothing...
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How do i send you the video and pictures by the way sir murtaza?
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You can try attaching them to the forum post, or try emailing it to contact@hyperpad.com
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Hello sir murtaza. I think Apple has not relelased the update yet. Can you please help me get an access to the beta version Aidan told me about? At least I have a temporary version of heyperpad that is (hopefully) working and allow me to have the game evaluated by a panel of evaulators this week. I really am in a tight spot right now and the only thing that can save me at the moment is the access you will give me to the beta version via testflight. Please help me. I really need it asap this week or else I may not have the chance to convince them that hyperpad's potential to be a game changer in education is real. Thank you.
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It has been approved by apple. We'll be making it available to everyone in the next few days.
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Just released the update. You should see it rolling out to app stores around the world soon.
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Already got the update... but I am honestly sad and disappointed. The collision point issue is still there. When you flip an object and reshape its collision points, the collision behaviors no longer works. On top of that, as I type this, the background music from my game still plays while i am already in the forum section of hyperpad. Sir murtaza, I hope this is not too much to ask but please... can you give me an access to the old 1.190 where everything still works via testflight? I have a demo this thursday and I am dead in the water if they see this mess of a game which still doesn't work in this latest update...😭
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I really like the new features especially the object referencing that Aidan told me about...
But please...can you make sure that what already "works" in the previous version of hyperpad remain the same as you update it? My game only works without an issue (save for the broken shake screen behavior which I can easily fix) at the moment with the ver 1.190. This app's updated version is no good for me if the previous games I already have made do not work on it any more the way they used to...
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You still haven't sent us the project so not sure how we can test it in that case.
Like I said before, this is the first time this sort of issue has been reported and we haven't changed the behaviours you mentioned using. So Me theory is there is something else going on (like your project relying on a bug that has been fixed). But unsure to see whats happening if we don't have all the facts or resources.
It'd be best to create a new thread with your issues so it's easier for the rest of the team to find the information rather than digging through this one.
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This post is deleted! -
Also, to make things easier for your team, kindly look into the "piragua scene"
The blue monster there in the main scene has the behaviors.
In particular, I have noticed that the revised collision points of the flipped object (blue monster) does not work well in the latest update. It seems that the latest update does not like images that are flipped with reshaped collision points. Hence, when used with collided behavior, it does not detect the multiple objects I have tagged for it to collide with. -
@aries29
In addition, the scoring system located in every Santelmo character in every level (The yellow ball of flame) does not work well. In level 2 in particular, killing the leepers should give the player 5 points. But as you will soon observe, sometimes the points given would be 10 or more once each of them is killed. It only happens I think on this level when (level 2) so far. -
Also, as feedback to the latest version you have just released, it appears that sounds playing from shooting bullets create a "stutter" on the game scene...
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Can you please make a seperate post for each problem/issue (in the bugs section). This helps us fix it much faster since our team doesn't have to go through 37 posts of discussion to find the problems.
Include the problem, how we can recreate it, what you expected to happen, and a project file if you have one.
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@murtaza
Oh, my apologies for continuing to post here. But have you already downloaded my project via the link I sent you sir murtaza? Don't worry, I will be posting on the bug section after this. Just let me know if you already got my project sir. Thanks.