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    1.26 Beta

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    • Hamed
      Hamed Admin last edited by

      Hello friends new beta should be up

      SplitMindGaming 1 Reply Last reply Reply Quote 1
      • SplitMindGaming
        SplitMindGaming @Hamed last edited by

        @Hamed was there any changes made to the “Get Graphic Flip’ and “Set Graphic Flip”? I notice my game mechanics are slightly broken with this new update. My player is no longer flipping to the correct orientation as it was with the previous build.

        1 Reply Last reply Reply Quote 0
        • Hamed
          Hamed Admin last edited by

          @SplitMindGaming we didn't change anything with set Flip, but we did make changes to Animate behaviour. Could that be it?

          SplitMindGaming Kamdroid 2 Replies Last reply Reply Quote 0
          • SplitMindGaming
            SplitMindGaming @Hamed last edited by

            @Hamed hmmm i think it has something to do with the screen touch mechanics. Because i thought it was just the character flip but i notice that certain actions wouldnt play correctly. It played perfect with the last build. I will send you the project to your email.

            1 Reply Last reply Reply Quote 0
            • Kamdroid
              Kamdroid @Hamed last edited by

              @Hamed can you confirm if "set input field" behaviour exists in the new beta (or was it renamed)? I can't seem to find it anywhere.

              RobinsonX Patrick123 2 Replies Last reply Reply Quote 0
              • RobinsonX
                RobinsonX @Kamdroid last edited by

                @Kamdroid 7CB95374-572F-4FA3-973D-62938D0809A7.png

                It's not in the behavior list, you press on the green icon next to input fields in behaviors. (In fact, this has been a thing for a long time 😅 probably since the release of hyperPad..)

                When you create a change input field, you are given a behavior that changes the inputs of another behavior that you were manipulating.

                Kamdroid 1 Reply Last reply Reply Quote 0
                • Kamdroid
                  Kamdroid @RobinsonX last edited by

                  @RobinsonX thanks. In the past I've always just used get and set attributes, I had no idea

                  1 Reply Last reply Reply Quote 1
                  • Kamdroid
                    Kamdroid last edited by

                    @Murtaza @Hamed I sent you an email a few days ago, but if you didn't get it:

                    Can you make a TestFlight version which is just the stable version of hyperPad with the bug fix for iPad Pro UI/global layer positioning bug (so people without beta can play my projects)

                    That's the only reason I'm stuck using the beta, but it means I can't release or update any projects since most people don't use the beta.

                    1 Reply Last reply Reply Quote 0
                    • Hamed
                      Hamed Admin last edited by

                      @Kamdroid No because there are still some experimental things that some of the key fixes depend on. Unfortunately, needs to be part of the same build :(

                      1 Reply Last reply Reply Quote 0
                      • Kamdroid
                        Kamdroid last edited by

                        Really sad. Hope you can release an update soon. I think I've been waiting like 6 months 🙁

                        Murtaza 1 Reply Last reply Reply Quote 0
                        • Murtaza
                          Murtaza Admin @Kamdroid last edited by

                          @Kamdroid said in 1.26 Beta:

                          Really sad. Hope you can release an update soon. I think I've been waiting like 6 months 🙁

                          Yeah this update has taken a long time. Unfortunately COVID really slowed us down as we had to find how to adapt and change development strategies.

                          1 Reply Last reply Reply Quote 0
                          • Patrick123
                            Patrick123 @Kamdroid last edited by

                            @Kamdroid I had a look through your project and I think I found what the issue is. I noticed that there is the stop touching behaviours to subtract from the Box container left/right but also the stop touching behaviour for objects with the tag "main controls". I think what is happening is that the stopped touching behaviour for the main controls is activating first. This then executes the "check if pressing both buttons". As a result, this is happening before the values in the box container left/right have been subtracted from. Try putting the execute "check if pressing both buttons" in the stopped touching events after you subtract the values as shown in the screenshot attached. This should fix the flip issue (This is in the game logic in The Caves - Door). I think in general the order of the execution of stop touching events is ambiguous which is something to look out for when using values from one event in the other. Let me know if you have any questions! Screen Shot 2020-11-18 at 10.15.37 AM.png

                            Kamdroid 1 Reply Last reply Reply Quote 0
                            • Kamdroid
                              Kamdroid @Patrick123 last edited by

                              @Patrick123 which project? I think you mentioned the wrong person

                              Patrick123 1 Reply Last reply Reply Quote 0
                              • Hamed
                                Hamed Admin last edited by

                                Yeah he meant @SplitMindGaming Sorry

                                1 Reply Last reply Reply Quote 0
                                • Patrick123
                                  Patrick123 @Kamdroid last edited by

                                  @Kamdroid yes my apologies I meant to tag @SplitMindGaming sorry about that!

                                  SplitMindGaming 1 Reply Last reply Reply Quote 0
                                  • SplitMindGaming
                                    SplitMindGaming @Patrick123 last edited by

                                    @Patrick123 thanks for that. That definitely fixed the issue. I wonder why it actually worked from the last beta change. Also are you new to the team? If so welcome.

                                    1 Reply Last reply Reply Quote 0
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