@murtaza since you're good at fixing things, have a crack at some of these:
Controversial posts made by Deeeds
-
RE: "Your hyperPad is out of date" when it isn't
-
RE: Last and final post...
Given how spectacularly unresponsive you've been to my problems with your cloud/hosting, which I've sent to you and your brother multiple times, I'm not surprised to see this thread.
Next time you're wondering why things get "toxic", perhaps consider your inability to communicate well, and the nature and tone of that which you do communicate. My attitude is a response. Just as everyone's is.
You've a long history of being oddly cantankerous and contemptuous in your defences of hyperPad. Internalising the lexicon of startup culture isn't helping. You're way past startup, and you're way past bootstrapping.
If you're truly self funding, you're accountable to the (very) few users you have.
There are serious things wrong with hyperPad. All of which I'm sure you're aware. Some of them, for some of the few users, are indefensible failings and flaws.
Why you don't fix them, or even seem to make any effort to fix them, is beyond me. And everyone else not privy to your "reasoning".
JUST Fix them. Please.
Or explain why you're not, so folks can get on with their lives. Be responsible!
If you're struggling to afford good enough hosting to operate your "cloud", get some money. I'll happily help.
Please stop attempting to bullshit people and obscuring the real problems. Folks aren't as stupid as you seem to think they are, and have innately attuned crap detectors.
If you want to continue flailing, carry on as you are.
-
RE: Timers not in time
@jonnyflapjack @iTap-Development @Andrey-Ghost
If you're not yet aware of constructive criticism and the right to critique, then it seems peculiar that you're critiquing what I write. If you are, then it's just reactive, defensive nonsense on behalf of an entity that does nothing for you.
Take a moment to figure out what you're defending.
-
RE: Cannot edit while offline
@murtaza said in Cannot edit while offline:
This error usually happens if your trying to edit a project that is not assigned to that account.
So if you used a different account to originally create that project then logged into a new account it will not let you open it.Other causes could be that the project is really old and hasn't been opened in a long time.
other issues could be that the two brothers that run hyperPad could not care less
-
RE: Timers not in time
@aidan-oxley said in Timers not in time:
when I let the project with them timers run for long enough, ALL of the timers have a different number. There's a 0s timer, 1s timer, 0.5s timer, 0.25s timer, 0.2s timer and a 0.1s timer. All of those are divisible by 60 (1 frame, 60 frames, 30 frames, 15 frames, 12 frames, 6 frames respectively)
And this is only one part of the problem.If you have multiple timers, and they all do your "rounding" @hamed, then every single one must be manually forcibly reset, without knowing which one is the problem.
This, the lack of functions and references generally indicate you don't care about your (very few) users.
Stop writing. Just fix it. Update it. Then go play with your efforts to become virtual currency "playas".
-
RE: the "Change Picture" Option doesn't work in the Edit section.
@murtaza HyperWars 2, The "Focus Group" Strikes Back.
-
RE: Other than Patrol, how to make repeating series of actions
@iTap-Development It's in a massive project I'm not sending.
LOOK AT HOW SIMPLE IT IS!
IT DOESN'T WORK!!!
WHY DOESN'T HE UPLOAD WHAT HE DID?
AND WHY DON'T YOU STAY OUT OF THIS!!!
-
RE: Timers not in time
@murtaza calm down kids.
An unlucky coincident led me to knowing more about you than I wanted.
The good news: it relieved me, somewhat, because it explained why you're not focused on hyperPad.
-
RE: Spawn On Object Doesn't Heed Rotation
@iTap-Development When I ask "what are you trying to do?" I'm not asking about technique. I'm asking about the endeavour.
-
RE: Timers not in time
@aidan-oxley No attack, yet. Just observation, commentary and critique. When you know the difference between those things and an actual attack, you'll be ready for a career in media. If you believe this is toxicity or need a safe space, that's on you.
-
RE: Loaded Scenes Misbehave
@Aidan-Oxley Quite frankly, I'd happily pay more than 100x what I'm paying for a fully working (as described on the tin) version of hyperPad.
My time is of more value to me than these amounts of money.
Chipmunk and cocos2D, when working properly, offer unique benefits, as does instant, iterative testing and development on an iPad.
Those benefits, however, are being heavily offset by the negatives of hyperPad.
Working around bugs is infuriating at the best of times. This isn't that, they're far more time consuming than normal because nobody has bothered to list all the different gotchas and issues with this app... and they're many, and legion.
-
RE: Timers not in time
@hamed said in Timers not in time:
We're also working on Hyperpad full time. But it’s hard. There’s a reason why we're the only WYSIWYG game creator on iPad.
You're not the only WYSIWYG game creator on iPad. You're just the only one that never gets around to updating. The other significant one manages to create up to date documentation and samples and fixes, and updates to 3D and ARKit, despite having a programming team of the exact same size.... because they ACTUALLY work on it more than a little. Not full time, but more than you.
-
RE: Behaviour Editor: Break Link Can Occur miles from link
@Aidan-Oxley Holistic consideration of the user experience is what's better for newcomers.
You're only thinking how to make it better for you.
Normal thinking for an expert in anything, they want their proficiency to increase, that's how they became an expert.
-
RE: Timers not in time
@hamed Bullshit.
The primary fix (independence from CADisplayLink) isolates you from the problems without creating other obligations and changes nothing of significance about cocos2D.
I might even know this to be fact.
I know you do.
-
RE: Behaviour Editor: Break Link Can Occur miles from link
@Aidan-Oxley @Murtaza
Think of it this way:
One Finger = selection and interaction
Two fingers = Canvas Operations (e.g. pan and zoom)
Three fingers = Custom Special Operations (I would set this to UNDO)
-
RE: Timers not in time
@aidan-oxley
"Not their primary income source" might be an understatement.
As to the rest, I don't see why you continue to make apologies for a version that makes iPads physically hot to touch, instigates thermal throttling and flattens batteries at never before seen rates... in the static code (behaviour) editor. Let alone the stuttering in the runtime.
The fix has been provided. Spelt out. Not even difficult. Just copy paste from someone else that discovered the problem and fixed it.
-
RE: Arrays Don't like Negative Numbers
@Murtaza that's wonderful news, on one front. And something I'm very glad you shared. Perhaps consider making an "about" page for the app and service, and including some of this information.
@Murtaza you spend an inordinate amount of time attempting to control expectations and divert from core problems with the app. and provide breathing room for @Hamed to do his thing.
If, as you say, Hamed has always been the chief coder and architect, then the following is far less acceptable treatment of users and indicates a need to consider user needs in a more holistic fashion.
-
No UNDO in the Behaviour Editor
This is so stunningly bizarre that it’s completely amazing. Not in an “I’m Tim Cook it’s amazing to be here today…” I mean in the loudest possible sense of “WTF? Have the creators never used their own app?” -
The delete button for behaviours is right next to the duplicate button. This is comically bad: they’re the smallest buttons, and the closest together, of any interface elements in the entire app…
It doesn’t take an experienced UX designer, empath or genius product manager to realise this is a problematic layout for workflow and operation of the app. But since you’ve missed it, let me spell this out: The two most extremely opposite desires of a user are right next to each other, one of them is utterly destructive and cannot be undone.
Imagine: I love this behaviour so much, and it’s so important to my game logic that I want to reproduce it for another similar purpose… oops…I deleted it because i was bumped, missed the button, was in a hurry, slipped… etc… and now I can’t undo this, and have to rebuild an item so important I wanted to duplicate it.
Wait… this gets better… what if that behaviour is a user filled array with unique and arbitrary values in it?
AND THERE IS NO UNDO in the behaviour editor!!!
“Oh… but there’s branching, and cloud backups and everything else we provide… “ you say.
Yeah.. and those things are from when? And have what in them? They’re a blackhole. The user doesn’t know what of their last activities are updated on the cloud or backups on device because there’s no way to compare them. But that’s not the real point. The real point is that an UNDO in a code editor is so blindingly obviously necessary that it absolutely boggles the mind it’s not there…. and you’re punishing careless or distracted users by putting the delete operation RIGHT NEXT TO THE DUPLICATE button.
Surely this has caught you out, once… right? Or have you never used your own app… or are you so perfect in your operation of it that you’ve never made this mistake or any other mistake that needed UNDO?
- There’s no visual indication of which “Node” within the behaviour editor is currently selected. Clearly you don’t see this as a problem because it seems to have been like this forever. Astonishing. Baffling. There’s not any visual indication of a touch on a Node, either. But that would probably require that you consider having some kind of selected Node state, first. However, this is a very simple problem to solve: add a shadow around a selected Node, so it’s elevated from the “paper”, or add a border around it, or some other visual indication that one of the nodes is currently selected. This will prevent the following problem being an issue:
- When touching on a Behaviour node and immediately dragging it to another location, you have not selected it, only moved it. If, as sometimes will be the case, the user is moving nodes around whilst considering which to delete, and then taps the rubbish bin to delete one they’ve moved whilst considering it, they have deleted the last selected node, not the one they just moved. That last selected node might have been something useful, but far worse, it might not actually be on the screen at the moment, as the user might have zoomed and panned around their behaviours in such a way as to not be able to see what was deleted. Then when they run their project again, all hell breaks loose, or nothing happens the way they expect, and they’ve gotta go find what happened. AND THERE IS NO UNDO in the behaviour editor.
- When organising visual node spaghetti connections can be accidentally deleted.
Visual code in hyperPad can easily become visual spaghetti for a bunch of reasons I’ll get at later. But the biggest problem is the need for a lot of branching with if statements, their branches disrespecting movement of their parents and the lack of bezier connectivity all compound by atrocious handling of node positioning and relationships. In that spaghetti mess, as the user tries to drag around nodes and find what they’re looking for in terms of a visual representation that means something to themselves, a connection can be immediately deleted by a careless touch or drag of a knuckle, and the user might not even see where from and to that went.
AND THERE IS NO UNDO in the behaviour editor
What’s interesting about all the above problems is that they’re compounded by each other and their own causes, and yet each is at least partially (or completely) mitigated by the provision of an UNDO feature in a code editor, the single most commonly used command/operation in ANY SINGLE creative software on earth, and the most important distinction between digital creativity and analogue, real world creativity.
As I say, I don’t know how to say the above strongly enough that it would resonate with someone that would get this far in the “startup” that is GamePress and hyperPad, and be the chief architect and coder. It simply boggles my mind that this is possible, that this point has been reached.
The only parallel I can think of is the lack of copy/paste in the first iteration of iOS. But that’s not near this level of disdain for user experience, because there’s no copy/paste in the Behaviour editor, either… nor the ability to select multiple nodes at the same time…
I am stunned into rant mode by the lack of Undo in the behaviour editor.
I’m not sure how to say this strongly enough that it resonates sufficiently in the mind of someone that hasn’t already considered the UNDO to be important and to take precedent over all other facilities in a creative environment. Add UNDO to the behaviour editor and move duplicate and delete away from each other!!!
That the one person is lead architect and familiar with Objective-C and Xcode and has overlooked the UNDO functionality as a base requirement for creative endeavour is truly astonishing. That the two of you are brothers and split the roles of production yet neither have gotten around to adding UNDO is mind falteringly stunning. It says more than the fact that your above reply is the first time you've introduced your team and story to your users.
-
-
RE: Timers not in time
@aidan-oxley
Due to the bug fix I provided for timing, as a whole, and throughout cocos2D-iPhone for hyperPad, they could, in that update, add proper time management tools and the equivalents to Unity Coroutines, and make timers work properly, too. Freeing up the engine from CADisplayLink means real time and real timers can be used, as well as frame and physics step counters, without the nightmare that was CADisplayLink dependency for frame/render stepping.
But they're apparently too busy to submit any updates, of any sort.
-
RE: Coding Sucks
@kamdroid Right below Dancing you'll find something else people that don't like dancing also dislike.
-
RE: Coding Sucks
@aidan-oxley You can't possibly fail that badly at logic without deliberately doing so.