RobinsonX (Game ChangeLogs)
Andrey Ghost last edited by
Thanks! Probably not gonna post an update this week though... So here's a sneak peak of what it could look like:
• I'm finally starting to add customizable UI, you can position your controls to where ever on the screen, they can also be adjusted in size to fit the screen.
• I'm starting to also add Terrain, scenery and more details would just make the game a better experience, but the project will be using a complex algorithm to minimize how many objects are present, smooth and ease gameplay is possible. (You may notice trees pop out and in the scene.)
• And I simply added sound effects to just magnify the experience, cool. :3
Today, I did some tweaking and improvements...
I'm usually on HyperPad on the weekends, posting a project update. The 1.2 update is probably going to be released on the next weekend. Stay tuned! :)
Here's a run-down of what I've added so far:
• Health, the UI element is also customizable in the settings.
• Customizable shooting controls : Tap Anywhere, Dedicated Button, Aiming Joystick. (Right Joystick)
• PvP : Different weapons deal different damage, players can "kill" an another player.
• Scenery Objects (Trees) now behave as "minimal graphics" ; scenery objects are only active if you are nearby them. This decreases a lot of lag.
Use your parachute to glide through air, fly away or to the enemy, play your way. ;)
Build, destroy, repeat. (Coming soon)
Love seeing the progress of this. We're actually working on a tutorial to create a multiple game. It should hopefully be out in a few weeks. It'd be really cool to see this as a multiplayer deathmatch style game :)
:) For some odd reason, my Survivalist project keeps crashing upon playing it, I'll try to find the cause of it... (I've messed around with the new behaviors which is probably why..)
And if you were wondering, Survivalist is going into a full overhaul! I found out a way to create a color picker that selects a custom color using the
And now that we have
object referencing, why not have the player model go in a full makeover? Blinking eyes, moving legs, animations & possibly
emotes? (gotta love the new update!)
Could possibly implement weekly seasonal events, where users can earn special rewards and outfits. ;)
Don't want to make this too long, so concluding the rest:
functioning game matches,
realtime multiplayer(if I manage to find a socket.io server),
map overhaul, and possibly
I was bored, so in the meantime, I worked on a new game. Sound is working good! 👌 (Not sure if I'm going to publish it to the Hub soon..)
Object referencingmakes enemies SO MUCH EASIER to work with! :D
Still learning how to use the new behaviors in relation to other behaviors... But wow...
The player models have been in a full makeover, and the models can be duplicated since
Object Referencingis a thing in spawned objects! Awesome!
animating models, 60
fps, with over 300
Oh, and the project itself is being remade, so a brand new project will be released instead of an update.
RobinsonX last edited by RobinsonX
Haven't been active a lot... image url)
It's because I'm finally implementing real time multiplayer. I got the socket.io server to
connectsuccessfully! But the issue is that the
Socket Eventbehavior doesn't seem to work... Yet,
Emit To Socketworks, tested the behaviors.
If anyone knows how to use these networking behaviors, feel free to leave a suggestion here. :)
Still awaiting for a tutorial for this. :3
If you guys want to test the project in it's current state, here it is! :D
Oh wait.... The socket.io server works much more differently than I thought. 😦
Still attempting to make a real-time multiplayer game.
Awesome work! Really impressive what you've been able to pull off!
Watched some YouTube tutorials and basics, did a little bit of web searching and harnessed the power of
These are the files which will soon contain all the user-generated data on BotPixel Games. Meaning that all your data is safe on our servers and can be accessed on other devices. :D
Opens up a lot of possibilities, stayed tuned for following updates coming soon in the next few weeks!
While testing my game, I accidentally ran into somebody being in the game! 😱
Aries29 last edited by
Hi, can you also do local wifi hotspot multiplayer mode for this? I really hope it is possible to do local multiplayer games in hyperpad similar to what you can play in nintendo switch especially in the context of classroom based educational games where I can see hyperpad thriving in the hands of 21st century teachers. Thanks for your response in advance sir.
Local hotspot...? Like hosting via device? I mean, it kinda already does that.
When you join the server, it sees if there are any available servers available. If there is a server available (a player hosting or playing), it will automatically force the user to join it. Otherwise, it will create a server and wake the server up.
This is why it takes a while to connect to the server when nobody else was online for a while. :3
Unless you meant hosting a game on your device, I can do that. I would call these "rooms" and every user can only create and host 1 room. There can be a password on your room so only people who know the password can join.
Aidan_Fire last edited by Aidan_Fire
Local hotspot, only lets you join others connected to the same wifi, connection is not via a server so that local wifi multiplayer would still work even if the network isn't even connected to the internet. As far as I know, hyperPad only lets you connect to servers, and does not have local wifi/hotspot/Bluetooth multiplayer.
Oh, you mean that...
Yeah, it's not possible... (yet?)
Thecheater887 last edited by
@robinsonx Think of like a 3DS.
Hey, a new feature suggestion!