@kamdroid I'm also in this. It's very spasmodic. And highly annoying.
Posts made by Deeeds
RE: Is anyone else having to Login each time they use the app?
RE: hyperPad update broke my game :(
@shady91 There was a specific bug/fault with the manner in which physics pivots/origins responded to changing graphics sizes, incorrectly. Or, far less than optimal, if you'd gotten used to it.
Correcting this was/is/did break things in previous projects. The pay off, in this case, is that you can now change graphics as much as you like, and their sizes, and get consistent, predictable, non peculiar results.
RE: Weird Sound bug
@lulabay Sort of. That's a different issue, stemming from the same root cause. One that's famous and integral to an un-fixed cocos2D-iPhone, which hyperPad is based upon. I've supplied them with sufficient info on the fix, they've said they can't (or won't) do it, despite it being something universal, and without side effects.
At the core of cocos2D-iPhone is a reliance on the unreliable, and uncertain flipping flags of a thing called CADisplayLink.
The solution I've shared, for this problem, will likely fix the audio and timing issues prevalent in iOS 12, as iOS 12 far more aggressively asserts control over (and more variance upon) CADisplayLink. Ultimately CADisplayLink will be completely untethered from any connection to device reality as it's used for all manner of frame rate efficiency variance efforts within iOS.
ProMotion displays are coming to iPhones sooner rather than later.
The solution, base the game loop on absolute time, and do own calculations of when a frame should be ready to present. Every other engine does this, as does every fixed version of cocos2D-iPhone. Or, you can do a hybrid approach, get ready to draw then wait for a CADisplayLink call, which many others do. Relying on CADisplayLink, though, causes the problem, as it's not regular, nor reliable.
This causes a race condition, wherein memory/objects aren't released until the OS senses memory pressure, at which point you see that stutter.
The two creators of hyperPad maybe forced to make a fix for iOS 12 that relies on Mach (absolute) time. It's not hard, and somewhere on these forums I've even posted the code to do it.
RE: Increase zoom level allowance in behavior editor object selector
@thecheater887 another work around, scale them up in editor, then make the first action ever done by them, in isolation, be to scale to desired size at game start.
The inverse works well, too, with objects too big that intrude on touch areas when editing.
RE: Weird Sound bug
@murtaza this is from the iOS 12 betas. It’s also happening in the older version of hyperPad. I’m also using latest betas of iOS. All have had this problem.
There’s also timing issues, within iOS 12, probably related. It uses display refresh signals differently from iOS 11.
@jack8680 Williams arcade machines did a startup test that featured something like this, often referred to as a rug wipe. First 3 seconds of this video:
Part of the charm was the low colour count.
If you want to try different colourings, perhaps tones of a contrasting pair of colours might work well. Something like this:
RE: HyperPad App Performance degrades until crash to home screen
@hamed this locking, from the reliance on CADisplayLink falling behind, is also why hyperPad drains batteries. It's 100% CPU usage essentially looking/waiting for the next CADisplayLink, but which isn't enough for it to get back in front of itself. A loop just flogging and thrashing the system, needlessly.
RE: Version 1.20 now available!
Perhaps you have a better memory than me, and most others. I find Objective-C Block syntax notoriously, how do I say this nicely... obtuse, peculiar, arbitrary and mindbendingly hard to remember.
There's a quite famous little web site that features this information. I made it into an iPad wallpaper, so that it was always nearby, instantly. Just wake your iPad, and there it is.