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    Michael Khalfin

    @GameCRAZY

    Loopy Blocks (full/lite), Infinity Square, and Addicting Game!, live on the App Store.

    Loopy Blocks itunes.apple.com/us/app/loopy-blocks/id1361664587?mt=8
    Loopy Blocks Lite itunes.apple.com/us/app/loopy-blocks-lite/id1363611177?mt=8
    Infinity Square ​itunes.apple.com/us/app/infinity-square/id1209057793?mt=8
    Addicting Game! itunes.apple.com/us/app/addicting-game/id1360934277?mt=8

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    Website gamecrazyprofessional.weebly.com/ Location U.S.

    GameCRAZY Unfollow Follow

    Best posts made by GameCRAZY

    • How PROFESSIONAL is Your Game?

      I've been noticing a wave of new users onto Hyperpad lately, and a good amount of screen confusion and lack of organization in lots of games. If you go on the App Store or even look at the better Hyperpad games, you can see that they aren't clustered, they're easy to follow, and that they focus on the user experience.

      Many new users (you might be one of them if you're reading this), don't understand how important (or at least how important I think) crispiness, smoothness, and neat graphics are in their games. No matter how good a game is, lag throws it off - and I decided I'd write my own small (probably silly) account on how to minimize certain casualties such as this.

      I think there're some very important steps to be taken, some of which are listed before - without getting into too much depth:

      1. Please, please, please pay attention to the graphics you use. Using Hyperpad graphics and acquiring graphics from an open site like opengameart.org is a reasonable approach to this issue. However, if you're thinking of creating your own graphics please make sure they make sense; that they present, or are part of a logical color scheme; that they represent a theme and that they're organized to make the game creation process easier. I think it's worth noting that color schemes could be acquired with many sources (most found with a simple Google search). One very reliable source though is www.lolcolors.com . A good way to convey themes and make your game more eye-pleasing is by presenting and sticking to these themes. It may also be worth noting that if you're thinking of creating your own graphics, you should find a tool that makes the process easier. It's important to be able to make good graphics with ease so that you don't find yourself giving up. Some suggestion are the Assembly app for iPad, and Inkscape, which you can download online on https://inkscape.org/en/ . These sources are both free! :) If I use tools on my computer I usually use iCloud and snap pictures of my graphics to later erase on my iPad. If you have DropBox set up, that would be easier to use - as Hyperpad supports it.

      While it's ok to create concept-games quickly and without attention to graphics, games should be updated to meet these expectations - for your own good!

      1. I think it's important to create your game with organization. I keep mentioning this, but you guys might not know what I mean. When a user looks at the screen of your game, it has to be welcoming. When they look at it, they should know what's going on; because if they don't, they're going to abandon your game for another game very quickly. There're millions of games. Yours should stand out and be simple for the user to use.

      How do you do this? You need to test it out; with family, friends, on the hub! If they don't know what's going on or are plain-out annoyed at your game it can mean two things - either the concept of your game is lacking, or you just didn't organize the screens well.

      1. Lag... if people sense lag, they're going to give up on the game. When they have free-time, they want to make the most out of it.

      So how do you minimize lag? If you sense lag building up, some convenient tips are to try to cut on objects or make them smaller. Before you go that far though, you want to make sure everything with no behaviors or functions besides being a background object is set to "background" in its properties.

      And what if your game is still acting up? It becomes hard to deal with lag at this point. It's most likely caused by inefficient ways of expressing functions and by using too many "lag-inducing" functions. They're lag inducing functions as in that using many of them or using them in weird combination will result in lag. Some of these behaviors include timers, waits, loops, any moving-type and physics behaviors, as well as touching and reaction behaviors. It's most important to be careful with your timers, waits and loops. It's worth noting that more than 2 or 3 timers in a scene can cause mayhem, especially when set to the same time interval - the worst case, of course being 0. Loops can also cause crashing and slow-up your game. Sometimes, it's worth putting a wait behavior in your loop so that something doesn't happen over and over in the span of a mere few seconds. @Hamed pointed out to me that loops that happen even 100 times usually cause destruction in your game. Be smart with these types of behaviors.

      My game is still acting up! Help! There's one general, final step you can take. The behaviors you're using may be efficient, but they might not work well together. Try rewriting your code, and if it still isn't working, try debugging your game to see what's causing the lag. Certain useful debugging behaviors in Hyperpad are...

      -the "zoom-in" behavior. Zoom your screen out to see what's happening outside of your screen.

      -the "disable object" feature. Disable your objects to see if lag is still being caused by other objects.

      -the "text input" behavior. Attach them to behaviors, and give them certain names. When they're activated game-activity will stop, and it'll tell you where you're in the behaviors.

      -the "get attribute" and "set attribute" behavior. Set attributes based on current running behaviors and press the screen to get them.

      And, well, that's it! If you're still experiencing lag after all that debugging, it's worth getting help from the devs or from family and friends.

      I hope that was all quite helpful, and not entirely silly of me. Please pay close attention to this article since it'll really help make your games great and shine! Happy game-making!

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • Community

      The sample projects can be found here: https://www.hyperpad.com/samples

      They are good, but minimal. Currently, I am working to design a Hyperpad-specific example RPG. This will not take long at all.

      I am willing to make more example projects, overtime, but I think others should contribute as well. Please include lots of comments, new concepts, and interesting mechanics. Then, these can all be added to the list of example projects users can start with. And we can all work to help build this Hyperpad community and grow it as well. This is so valuable because if we want to get places with Hyperpad, we have to work to make this a possibility. It will not happen by itself.

      I encourage all of you to use this thread to link example projects. Whether they can be found through links or on the hub, link them here for @Murtaza and @Hamed to work with.

      Other ways to contribute:

      1. Submit documents that can be added to the Hyperpad manual (at https://hyperpad.zendesk.com/hc/en-us)
      2. Write about your own experiences and create your own tutorials.
      3. Work to make your own experiences into successes, and redirect users to Hyperpad.

      Make this thread something that we can all be proud of.

      Eventually, Hyperpad sample projects could be grouped into genres, and expanded to benefit new users. Let @Murtaza and @Hamed work on the software and make decisions, and we can work to elevate the community and welcome others to create with our favorite engine.

      Let's do this!

      posted in Comments & Feedback
      GameCRAZYG
      GameCRAZY
    • RE: Double tap

      @DGames135 ah, that's easy. The following behavior sequence:

      Started touching>behavior on "started touching1">behavior on "wait"

      Started touching1

      behavior off "started touching1"
      "event"

      Wait (.5 sec)

      behavior off "started touching1"
      behavior off "wait"

      I haven't actually tested this out but it should work! :)

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • RE: Editing in all scenes

      @DGames135 Mirror the character... Hold on it in edit mode, and when you see "mirror" press on it. Choose which scene you'd like the character to go to.

      Whenever you edit something in one character it will change in the other character in the other scene.

      Any more questions, just ask.

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • RE: Behaviour Editor: Break Link Can Occur miles from link

      @Murtaza That might be a bit annoying. Maybe make it two step with an option for one step as well? Like in the upper right corner?

      posted in Bug Reports
      GameCRAZYG
      GameCRAZY
    • RE: The Animation System needs updates

      @Murtaza I wish each animation could have its own collision. That would be so helpful on so many levels. In general, a changing collision type behavior would probably be useful.

      posted in Comments & Feedback
      GameCRAZYG
      GameCRAZY
    • RE: Beta testers wanted!

      @Murtaza the 4 of us, @Aidan-Oxley @Jack8680 @Thecheater887 and I - we're working on a project together, so if you're to select at least 1 of us can you please select the other 3 of us? If not, I don't know if any of us could really do it then.

      posted in Announcements
      GameCRAZYG
      GameCRAZY
    • The Process of Game Development

      Re: How PROFESSIONAL is Your Game?

      Usually, the first article is of better quality, but below I've created a completely new article to rival my old one. Enjoy!


      With this submission, I'm hoping to help out with the "game-making" process. For the sake of this article, we can call the process "SETETP." (I know that this is a stupid name). This acronym will represent my own journey through starting, engineering, testing, engineering, testing, and publishing my game. Though I have not published just yet, I've got the idea of how to make a game. Now that I've went through the majority of the process, I can continue with this same process at a faster pace. Really, I'm just sharing my journey with you in a way that you can benefit from it.

      Now that you understand that, let me proceed to the first step, and introduce to you how I think you should start your game.


      YOU START AT SQUARE 1.

      This first part can easily be the easiest or the hardest part of the whole process.

      There's never a point where you can just jump on Hyperpad, and create a quality game for profit, without a great deal of work and dedication.

      You start with a concept. If you have a strong imagination, you can dream a scene into reality. You can simply go on Hyperpad, and create your game within thirty minutes to an hour. You don't even have to worry about good graphics. I've borrowed graphics from opengameart.org for this particular step, and created my own later.

      In case you haven't guessed yet, that's your easy way through this step. There's the chance that you don't have a concept thought out. So what do you do?

      I'll tell you what you can do. You can create one by a few hours of brainstorming. I've brainstormed in many different ways, the successful of which are listed here:

      • Get out a paper and DRAW. Don't worry about the quality of your artwork. You're drawing your thoughts out, and you're drawing in order to set off a lightbulb that's somewhere hidden in your brain. I'm not a good artist, but it took me two or three hours of silly drawing to come up with the concept (and later the scene) of "Exactly!"

      • Go on the App Store, and just browse the popular section for cool games. If you see something you like, try to think of a twist to it. Additionally, you can combine two or three games together into your own unique game. I'll provide you with an example (it's available for grabs).

      Say the gravity was reversed in "Super Mario" such that you were playing as Mario in the sky. Say that there are no bricks for you to bump. Say instead, you get points for collecting certain creatures, and say that if you get enough of these creatures, you can reverse the gravity.

      • Read. If you like reading, read about somebody or something so that you can try to associate the text with something. Similar, you can watch a show on TV, search up art, or even listen to music in order to spark that idea.

      Warning: Do not, under any circumstances, start a game without a concept in mind. You do not want to copy a previous game, or create something that's not original and therefore, probably boring. Think about the player and the addictive aspect of the game when creating your concept. Make it so that it counts, and later, when you're finished with your game, you and others can enjoy all the progress that you've made.

      You can finish off this step with writing down or thinking up a loose plan. The plan can include everything you wish to do with your game, and its future in updates and upgrades. Think in terms of what you're going to have to accomplish before you publish. Think in the long scheme of things.

      Finally, when you're done with this step, you can give yourself a pat on the back. You can even take a little break before the next step.


      WHEN YOU'RE ENGINEERING THE GAME, YOU'RE ACTUALLY PUTTING IT INTO EXISTENCE - YOU HAVE TO MAKE IT AS AMAZING AS IT CAN BE.

      At this point, there’re a few places you can be with in your project, of which are listed below:

      -Depending on how you started out and figured out your concept, you may have already made a rough-type game. This game could be working perfectly, or completely broken. If it’s working perfectly, you can try to refine it. If your game can use some work, then you have to start testing behavior patterns, and you might have to start producing graphics.

      -You can have no game, but you might have drawings and sketches of it. If that’s the case, then take your drawings and try to replicate them in your actual project. Sometimes, you might feel that some of your drawings or former ideas are no longer relevant when putting them into effect. Don’t bind yourself to these ideas, but stick with the plan that you created before.

      -The lowest of all cases of course, is when you have nothing except for ideas and a plan. You probably might want to start sketching or creating some general beta game. Once you know exactly what you’re going to do, that’s when you put it into effect.

      No matter where you are, there’re many things to keep in mind when you’re engineering.

      Make sure that you’re doing things efficiently, so that you won’t have to recreate anything later on for no exact reason. That said, keep in mind that you’re most likely going to go through a second engineering step later. You can be more loose if you’re planning on changing your game according to feedback that you hear or receive.

      When you publish to the App Store, it’s important that you have a solid idea of where you’re eventually going to take the game. You never exactly know, but what you don’t want to do is have to redesign your game in a way that former users will become unfamiliar with the new additions and lose their progress. Always keep in mind the rest of the process.

      Also, keep in mind that you’re creating your game for someone else to play. You can occasionally hand your game off to friends. However, make sure that you’re making your game easily understandable and minimalistic in order for the user to really receive the best out of your concept.

      Repetitive this article is, but it’s important to know where you are and to stick to your plan; to design with care, and understand exactly what you’re doing.


      TESTING THE GAME CAN BE ANNOYING.

      It’s kind of self explanatory that you have to test the game.

      On the other hand, people delay and skip over this step just because deep down inside they know that they aren’t going to like what they see. If you don’t test the game, you won’t be able to make the necessary changes. No matter how much you feel your anger escalate, keep in mind that after this step, you will again engineer, and your game will come off much better.

      Testing the game includes handing it off to friends and perhaps even publishing a beta. Fritz Tod has stated that, “For decades engineers have stood accused that their buildings do not have any cultural value. We have attempted to liberate engineering of this accusation.” Keep an open mind when receiving feedback, but don’t redo your whole game due to just a few comments.

      If you get a lot of comments, it will be very painful, but you probably will have to start over. That’s, if you’ve followed every step and handled your game with care, that most likely won’t happen.


      ENGINEERING AGAIN IS PROBABLY THE MOST SATISFYING PART OF THE PROCESS.

      If you even understand where you are at this point, then this will be the easiest part of the process. It will most likely be the most satisfying and the most joyful part as well. This is because this step will almost serve as a reflection of all the progress you’ve made. This is also due to the fact that this step mostly just consists of small tweaks. You might change something here, something there. This step will at most a week, and serve as a response to the annoying step before it.

      Be sure you have time when at this. You want this step to serve as motivation almost.


      TEST, AGAIN?

      As you go down the road, each step seems to be easier than the other. This step will last maybe a day at most. It will include general checks and tweaks, and serve as your last check before you publish to the App Store.


      THERE’s NO FEELING LIKE THAT OF PUTTING OUT ALL OF YOUR HARD WORK OUT TO MILLIONS OF PEOPLE.

      You’re ready to publish. Now what do you do?

      I made sure to find a great tutorial, one to guide me down this long step. My biggest time is not to put it off, but to try to glide through it as fast as possible. Make sure you have time on your hand, and take the plunge.

      Start by making an Apple ID specific to your new professional life, and then follow through with the rest of this tutorial: https://www.raywenderlich.com/127936/submit-an-app-part-1

      Use the Hyperpad tutorial in parallel with this tutorial, to truly understand what you’re doing.

      Once you publish you’ll find yourself repeating random steps, and responding to users’ feedback. Stick with your plan, and always keep users informed on updates to come. Be approachable and sound as professional as possible. Heck, you’re a professional - you’ve done it!

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • RE: Execute Sequence disregards ON/OFF states of Children

      @Deeeds Tool is awesome.

      posted in Bug Reports
      GameCRAZYG
      GameCRAZY
    • RE: Place for downloaded games

      @Murtaza I think that you shouldn't do anything big, but you should fix all of the minor stuff and make minor enhancements for now.

      All the simple things you can add like folders, behavior settings, better servers and loading speeds, behavior manipulation, etc. will really make a difference.

      posted in Comments & Feedback
      GameCRAZYG
      GameCRAZY

    Latest posts made by GameCRAZY

    • RE: 1.24 Finally Available!

      Just a quick question... I've been a Hyperpad user for a long long time. Does that mean I'm permanently a developer now, or just for a month? @Hamed

      Also, I think Hyperpad would benefit from a Discord server.

      posted in Announcements
      GameCRAZYG
      GameCRAZY
    • RE: Thanks for this app

      @DomiNation Wow, same here. Hyperpad got me interested in coding in the 1st place. Now I know VB, Swift, and I'm learning Python. :)

      posted in Comments & Feedback
      GameCRAZYG
      GameCRAZY
    • RE: Optimizing for Multiple Devices

      @procryon Hi, make sure your app works with the iPhone screen resolutions in Hyperpad (16:9 and 3:2). Also, make sure it isn't too small or anything and it feels good on iPhone as well. You can test on Hyperpad, but in order to really get an idea, export to Xcode and test with an iPhone testing device. :D Hope this helps, if you need help I'm quite experienced with 5 apps on the App Store.

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • RE: Forum Skins Broken

      @aidan-oxley Lol, what are all of those behaviors?

      posted in Fixed
      GameCRAZYG
      GameCRAZY
    • RE: Text Based Opening for game?

      @sythemedia Yeah, before making it fade out, change the text over and over using the set label behavior. Use can use wait behaviors in between.

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • RE: Text Based Opening for game?

      @sythemedia Can you expand?

      If you want to have a paragraph of text fade away and open up your game that is very easy to create. Just drag a label onto the screen, and you can make it disappear by dragging out the set color behavior. It should be set to no opacity, and a good fade time (depending on the text) is 2-5 seconds. Make this your first scene, and then use next scene / load scene to go to a level / part of the game.

      Let me know if you need more help.

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • RE: Color Events?

      @magmaproductions Yeah, you could use the "get color" behavior. You can check if the hex color is correct, and then trigger an event. Something about the "get color" behavior doesn't make it work on the App Store, however.

      posted in Help and Support
      GameCRAZYG
      GameCRAZY
    • Service Currently Unavailable

      Half the time, when I try to log into the Hyperpad forum it says that there is an issue with the servers.

      posted in Fixed
      GameCRAZYG
      GameCRAZY
    • RE: Collision Glitch

      @flame-games hm, I’ll send a project / double check the steps.

      posted in Fixed
      GameCRAZYG
      GameCRAZY
    • Collision Glitch
      1. Make a new object.

      2. Give it any irregular collision shape. (Not a square/circle)

      3. Flip the object.

      4. The new object’s collision boundary will be shifted over to the side.

      posted in Fixed
      GameCRAZYG
      GameCRAZY