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    Posts made by bosswave

    • SNKRX

      Has anyone here played SNKRX? It’s a really cool twist on the classic Snake game and for $3, I would highly recommend it. It inspired me to make game like it on hyperPad and I’m currently trying to work out the mechanics.

      This is probably more of a WIP post, but I really want to stress that SNKRX is well worth everyone’s time.

      Here’s a video of some progress I’ve made as well as a quick mock-up image

      FullSizeRender.mov

      793FC629-C244-4532-BC1D-6BCF83477491.png

      posted in General Discussion
      bosswaveB
      bosswave
    • WIP For a one-button shmup

      I’ve got some art, mechanics, and a theme fleshed out for it on paper. I just need to put the time in on this one lol FullSizeRender.mov

      posted in WIP and Showcase
      bosswaveB
      bosswave
    • RE: Stuff I make

      CD591B17-5D51-4937-9E9E-4399DF51B416.gif

      posted in General Discussion
      bosswaveB
      bosswave
    • RE: What kind of progression do you prefer?

      Very understandable. I assumed that would be the general consensus as that seems to be the more popular structure used in games.

      posted in General Discussion
      bosswaveB
      bosswave
    • RE: What kind of progression do you prefer?

      Actually, kind of feels like I’m just asking “roguelike or rogue-lite?” lol

      posted in General Discussion
      bosswaveB
      bosswave
    • What kind of progression do you prefer?

      I’m curious as to the type of progression you guys prefer - specifically in casual mobile games that are designed to be played in quick bites.

      To be more specific I’m thinking, permadeath games such as Flappy Bird, Temple Run, Downwell, Dead Cells, etc.

      • Do you prefer games that offer permanent upgrades as you play that make you more powerful in your next run?

      • Or maybe temporary upgrades that you acquire during a run that are lost upon death?

      • Maybe you prefer games that rely entirely on your mastery of mechanical skill and offer no game-changing upgrades at all? Perhaps nothing more than some cosmetics so you have something to show for the time you’ve put in.

      This isn’t really for anything specific, I just wanted to hear what you guys think!

      posted in General Discussion
      bosswaveB
      bosswave
    • RE: Evocry Minimalist Puzzle Game

      This looks awesome! Can’t wait to try it!!

      posted in WIP and Showcase
      bosswaveB
      bosswave
    • RE: Important survey

      @Jack8680 Agreed, this is probably pretty accurate across the board tbh.

      posted in Help and Support
      bosswaveB
      bosswave
    • RE: Important survey

      Personally, I’m more inclined to at least TRY any game as long as it’s in portrait mode. If a game requires me to play in landscape mode, it needs to look very interesting or show some kind of promise as I’m giving up some convenience to play it.

      That being said, having support for both modes is always a safe bet. Just my opinion, though :)

      posted in Help and Support
      bosswaveB
      bosswave
    • RE: hyperPad Resource Journal

      That’s so cool! I’m sure it’ll help a lot of newcomers get started on some awesome projects!

      posted in Help and Support
      bosswaveB
      bosswave
    • RE: 1.26 Now Available on the App Store

      @Murtaza said in 1.26 Now Available on the App Store:

      Using Set input field for Object referencing no longer causes a crash.

      Was this fix already implemented in the latest beta version?

      posted in Announcements
      bosswaveB
      bosswave
    • RE: Weapon Strikes small insight

      This looks awesome so far! Is hitting the bombs a bad thing? If so, I would suggest making it more obvious that you made a mistake when hitting them.

      Perhaps an “X” that takes up a large portion of the screen for a second or something more in your face. Just a thought!

      posted in WIP and Showcase
      bosswaveB
      bosswave
    • RE: tips on optimizing game?

      @Aidan_Fire I figured it was a lot. I’m probably going to end up reducing the size of my levels or just find a way to more efficiently overhaul me level generation (just gotta find the motivation to get around to it).

      I could send you the project but fair warning, there’s a lot going on. How would I share it? Through email?

      posted in Help and Support
      bosswaveB
      bosswave
    • RE: tips on optimizing game?

      @Aidan_Fire I believe it’s a second generation iPad Air.

      And yes, the scene restarts and randomly generates a new level when you complete it.

      The scene is currently composed of roughly 350 wall objects that form the level. They all use the same exact asset. They each currently have 13 behaviors but I plan on overhauling level generation in such a way that they will all have none, and so that wall objects that cannot be interacted with are made scenery.

      The crash happens randomly. Sometimes upon restarting the scene, sometimes when picking up an item in-game, sometimes when I’m doing nothing. But it never happens the first 2 or 3 “levels”.

      Edit: if it counts for anything, I set up a loop and did a few runs and the amount of wall objects ranges between 175 and 350 with no notable change in performance.

      posted in Help and Support
      bosswaveB
      bosswave
    • tips on optimizing game?

      I like polishing my game as much as I can in every way possible, but I find I’m probably being inefficient in terms of the amount of behaviors and timers I use.

      I only have one timer in my entire game set to 0 seconds and it’s only in charge of calculating and executing player movement. I have roughly 18 weapons with their own timers(between 0.05 and 0.45 seconds), but only one timer is ever active at a time. Every enemy (roughly 8 at a time) has a timer set to 0.4 seconds that calculates the player direction and executes the enemy’s behavior.

      My game usually runs just fine (I only notice a frame drop if multiple things happen to explode at once), but it tends to crash after I’ve replayed the level about 5 or more times. Could having too many behaviors cause this as well?

      posted in Help and Support
      bosswaveB
      bosswave
    • RE: Set and return absolute position of music tracks

      @Hamed Great! I honestly didn’t know it was already a feature lol. Will we also be able to input a music track’s time?

      posted in Comments & Feedback
      bosswaveB
      bosswave
    • RE: Set and return absolute position of music tracks

      @Aidan_Fire Good idea! I do believe I remember trying this way in the past on gamepress, but I don’t remember why I didn’t continue doing so. I’ll mess around with it when I get home tomorrow and see what kind of results I get.

      posted in Comments & Feedback
      bosswaveB
      bosswave
    • RE: Set and return absolute position of music tracks

      @Aidan_Fire That’s interesting. I assume it’s probably a bug.

      Although switching between tracks would still cause the game to stop for a moment. Is there currently a way around this that you know of?

      posted in Comments & Feedback
      bosswaveB
      bosswave
    • RE: Set and return absolute position of music tracks

      @Aidan_Fire Good point! I think it would also make it possible to create a “dynamic” music track that gets more or less intense depending on the situation. Definitely would open up a fair amount of possibilities.

      posted in Comments & Feedback
      bosswaveB
      bosswave
    • Set and return absolute position of music tracks

      As the title states, would it be possible to add the ability to set and return a music track’s absolute position from the Play Music behavior?

      Mostly, I believe this would be great for slo-mo segments. I know Set Time Scale has an option to affect music, but I’m not exactly a fan of the key being changed. This way, we’d be able to create a regular music track and a slowed down version that we can switch back and forth between seamlessly while adding any additional desired effects to the slo-mo track (Like muffling the sound, for example).

      While I’m on the topic of the Play Music behavior, would it also be possible to add the ability to preload tracks? I find my games usually pause completely for a good second or two when a track begins to play.

      posted in Comments & Feedback
      bosswaveB
      bosswave