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    Aceboss

    @Aceboss

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    Best posts made by Aceboss

    • BrickBuster soon on the Hub!

      6978aaaa-1339-490a-b362-b2960d6dc0b5-image.jpeg

      I’ve submitted my first game to the Hub (not sure how long the review takes) so until then, here’s a bit of info:

      • Based on the 1976 Atari arcade classic ‘Breakout’
      • 3 levels of difficulty
      • Infinite levels (currently loops over 4 different level designs)
      • Speed increases with each level
      • Uses touch-and-hold for paddle movement rather than joystick
      • Currently uses stock assets only
      • Additional level designs (may) be introduced later

      a9977f20-0d11-48d1-871d-e6a52f637490-image.png

      3e0a50e2-2632-46a3-b0c6-77d4702c9e5f-image.png

      posted in WIP and Showcase
      AcebossA
      Aceboss
    • Remove Joystick?

      OK, I’ll bite. The manual for the ‘Joystick enabled’ behaviour says:

      “ If there is no joystick in your scene, the behavior will automatically add a joystick to your Global UI layer (deleting the behavior will not remove the joystick from your scene). ”

      So, if you do decide later you don’t want a joystick in your scene, how DO you remove it?

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Community / Userbase - Active?

      Thanks for the info! For me, forums usually work much better than discord as I can go back through questions/answers that others have posted, so I’ll continue to advocate forum where I can :) Also living on the other side of the world to most, I find discord servers usually pretty quiet during my waking hours, but I’ll check it out too :)

      posted in General Discussion
      AcebossA
      Aceboss
    • RE: BrickBuster soon on the Hub!

      Also not sure why my forum name (Aceboss) is different to my developer account name (Ozzie_Expat) but anyway it appears the game is submitted under Ozzie_Expat, any comments I make to it I’m the Hub are also under Ozzie_expat, but any posts I make in the forum are under Aceboss

      posted in WIP and Showcase
      AcebossA
      Aceboss
    • Carrying values between scenes?

      How do I carry a value (i.e. a score) from 1 scene to the next?

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Carrying values between scenes?

      @Aceboss So I managed to achieve it via the ‘modify save file’ and ‘load file’ behaviours, in case anyone else is looking for the means of doing it.

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Carrying values between scenes?

      @Murtaza I haven’t had too much luck with that. I.e. if I set an attribute on an object in the global ui in scene1, and then get that attribute in scene2, the value returned is the default, not what was set in scene1 - any ideas?

      posted in Help and Support
      AcebossA
      Aceboss

    Latest posts made by Aceboss

    • RE: BrickBuster soon on the Hub!

      Also not sure why my forum name (Aceboss) is different to my developer account name (Ozzie_Expat) but anyway it appears the game is submitted under Ozzie_Expat, any comments I make to it I’m the Hub are also under Ozzie_expat, but any posts I make in the forum are under Aceboss

      posted in WIP and Showcase
      AcebossA
      Aceboss
    • BrickBuster soon on the Hub!

      6978aaaa-1339-490a-b362-b2960d6dc0b5-image.jpeg

      I’ve submitted my first game to the Hub (not sure how long the review takes) so until then, here’s a bit of info:

      • Based on the 1976 Atari arcade classic ‘Breakout’
      • 3 levels of difficulty
      • Infinite levels (currently loops over 4 different level designs)
      • Speed increases with each level
      • Uses touch-and-hold for paddle movement rather than joystick
      • Currently uses stock assets only
      • Additional level designs (may) be introduced later

      a9977f20-0d11-48d1-871d-e6a52f637490-image.png

      3e0a50e2-2632-46a3-b0c6-77d4702c9e5f-image.png

      posted in WIP and Showcase
      AcebossA
      Aceboss
    • RE: Carrying values between scenes?

      @RobinsonX Thanks, that was it!

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Carrying values between scenes?

      @Murtaza I haven’t had too much luck with that. I.e. if I set an attribute on an object in the global ui in scene1, and then get that attribute in scene2, the value returned is the default, not what was set in scene1 - any ideas?

      posted in Help and Support
      AcebossA
      Aceboss
    • ASYNCH LOOPS (or how to flash a light?)

      Let’s say I have an object that I want to flash off and on a certain number of times (like a strobe light) which I will do by cycling the visibility of the object.

      The normal logic would be to loop x number of times, turning the visibility of the object off, waiting some time, and turning it back on again, and waiting again for a time before proceeding through the next iteration of the loop (as in the example below on the right, which doesn’t work). Instead I get to see just a single iteration of the light turning off and back on again. I am guessing this is due to asynch behaviour.

      So instead, I need to resort to a convoluted behaviour as seen on the left in the example below (and that’s just representative of flashing 3 times) - so the example on the left achieves what I want but is convoluted. The example on the right is the approach I would prefer to take, but doesn’t give me the result I want. Any suggestions?

      8316d49a-c903-4166-b668-d8dcfae856d9-image.jpeg

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Carrying values between scenes?

      @Aceboss So I managed to achieve it via the ‘modify save file’ and ‘load file’ behaviours, in case anyone else is looking for the means of doing it.

      posted in Help and Support
      AcebossA
      Aceboss
    • Carrying values between scenes?

      How do I carry a value (i.e. a score) from 1 scene to the next?

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Basic logic help

      @Murtaza Thanks, I must have missed that in the manual, my apologies. It seems though this is an elseif rather than just an else, I guess under the elseif condition I can put something like 0 equals 0 to always force it to true and become an else. Pls advise if I am incorrect.

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Basic logic help

      @RobinsonX

      Thanks. I am gathering there’s no inherent ELSE behaviour for an IF, and if you want to emulate that you’d need to have an “IF (variable) == 1”
      behaviour and another “IF (variable) != 1” behaviour next to it, is that right?

      posted in Help and Support
      AcebossA
      Aceboss
    • RE: Timer at 0 seconds doesn’t fire?

      @RobinsonX Got it (I think) - so if the timer is 0.02 the animation succeeds because there is sufficient time for the move to complete and the starting point to be updated before the next iteration, but in the case of 0 seconds it is firing so fast that the move doesn’t have time to complete and therefore it constantly starts at the same point, is that it?

      posted in Help and Support
      AcebossA
      Aceboss