@RobinsonX woah this sounds really cool!
I know hyperPad normally doesn't let you have multiple behaviours with the same name, did you run into any issues with that?
@RobinsonX woah this sounds really cool!
I know hyperPad normally doesn't let you have multiple behaviours with the same name, did you run into any issues with that?
@Murtaza Render to texture sounds cool, would this be creating a single texture out of multiple game objects?
How long till it stops being the last day?
@Hamed to clarify, my idea was similar to the current if/else if system, but with a toggle to make the else if appear, and only one wire connecting both of them. Something like this:
@Jack8680 "test
Edit: lol hyperPad forums use the backslashes to escape stuff... that code doesn't as work now lol. Guessing there are backslashes before the square brackets of inner arrays? lol when you realise you just typed something wrong and then the forums go down ๐
It's because your loading the inner arrays as text, so you have backslashes to escape the backslashes to escape the inner quotes.
If you remove all quotes and backslashes it works too though. See edited level code post above.
@Aidan_Fire well if you remove the quotation marks, the backslashes aren't escaping anything ๐
The real question is how hyperPad handles nested json arrays like that, which I don't remember lol.
Hmm I think you should be able to remove all the backslashes and quotation marks, since theyโre just arrays and numbers, unless hyperPad is weird with them. Edit: yep
[[[16,24,200,0],[15.9696,27.6527,200,10],[16.574,31.2552,400,20],[19.2577,38.6063,200,15],[20.2248,41.9524,200,0],[20.7385,44.6141,200,-42],[17.8613,44.7164,200,50],[18.8907,46.9652,200,112],[21.7306,46.1456,200,144],[23.7435,43.6693,200,168],[24.4314,40.1861,200,155],[25.5129,37.3129,200,127],[27.8167,35.2838,200,99],[30.8034,34.5737,200,71],[33.4874,34.9545,200,29],[36.1458,35.7691,200,-59],[31.4433,34.1298,200,97],[33.6767,35.9058,200,188],[33.1319,32.0487,200,185],[32.7541,28.6199,200,169],[33.1924,25.4589,200,145],[35.234,22.6783,200,161],[36.5863,20.3288,200,203],[36.4485,17.8216,200,258],[33.503,16.9562,200,286],[32.1219,19.3965,200,197],[30.1291,17.8334,200,123],[33.0409,16.0466,200,140],[35.1636,13.9897,200,172],[35.8738,11.1204,200,204],[34.9555,8.3108,200,236],[32.8276,6.4148,200,272],[29.9915,6.1316,200,308],[27.3902,7.9262,200,333],[25.7802,11.1669,200,322],[24.0168,13.7527,200,296],[21.2984,15.3038,600,270],[9.7142,15.26,200,282],[6.5042,15.7935,200,304],[3.9107,17.1536,200,337],[2.5055,19.9844,200,2],[4.5392,21.9149,200,-87],[2.5719,23.5702,200,-164],[1.6426,20.1435,200,-151],[-0.0336,17.0137,200,-138],[-2.371,14.3411,200,-125],[-4.8821,12.3718,200,-101],[-7.6778,11.4997,200,-68],[-8.7579,14.1684,200,-160],[-11.1602,12.9063,200,-245],[-7.9753,11.4964,200,-230],[-5.3398,9.4272,200,-211],[-3.5216,6.6128,200,-192],[-2.7188,3.3598,200,-173],[-2.8793,0.2642,200,-146],[-3.8396,-2.207,200,-101],[-6.603,-3.0925,200,-67],[-7.8075,-0.7484,200,-148],[-10.5048,-1.4227,200,-236],[-7.7086,-3.1486,200,-215],[-5.7166,-5.7619,200,-194],[-4.7934,-8.9155,200,-173],[-5.0617,-12.1904,200,-152],[-6.0189,-14.8485,200,-115],[-8.6768,-13.8812,200,-205],[-9.5157,-16.4845,400,-291],[-2.3901,-13.7886,200,-302],[0.6979,-11.9023,200,-313],[3.1202,-9.9203,200,-339],[4.489,-7.4203,200,-15],[2.1399,-5.9764,200,72],[3.4467,-3.5223,200,160],[4.3247,-6.5264,200,134],[6.4308,-8.8416,200,108],[9.3386,-9.9992,200,82],[12.8123,-9.451,200,96],[15.8523,-9.5184,200,125],[18.3535,-10.7257,200,164],[16.9155,-13.2199,200,72],[19.4584,-14.57,400,-20],[16.8311,-7.5199,389.1129,353.7826]],[[19.4003,46.1004,-42],[34.457,36.7038,29],[31.5805,17.5075,286],[26.4822,9.7082,333],[2.5753,21.9832,2],[-9.5322,12.2489,-68],[-8.444,-2.3111,-67],[-7.8315,-15.6938,-115],[3.9713,-5.4885,-15],[18.9048,-12.6482,164]]]
Worked for me first try (unless it's been fixed since you made that post)
@SplitMindGaming you could just use a big object for the background and move it to the centre of the screen on a 0s timer.
Only issue is you'd have to make sure you move the object after the screen moves if you're moving the object to a screen position, or it'll lag behind a frame. Also not sure how that would play with the screen follow behaviour.
I think parallax layers are/were on the roadmap, which would possibly allow you to make a layer that doesn't move at all when the camera moves.
@Hamed similar issue on dark mode with importing photos, nearly impossible to read.
@Murtaza Just wanted to check, when you say "You can be creative and turn other activities into sports!" how broad is this?
My first thought was to make a hang glider game, but then I made the physics kinda unrealistic (turns out just gliding is kinda boring). Then I realised it's not a hang glider at all anymore, and there's no "competition" that's usually inherent to sports.
Right now it's kinda like an endless arcade game, is that still allowed? Or should I focus on making it more sports-like (e.g. competing against AI or other players)?
Thought I'd ask before I work a ton more on my game and then it gets disqualified.
@SplitMindGaming well a loop basically runs the behaviours under it multiple times at once. Imagine you have a loop with 5 behaviours under it, and that loop runs 5 times, it actually runs 5x5=25 behaviours.
It'd be a lot more complicated (and not perfect), but if you have loads of potential targets to the extent that the targeting causes the game to lag, you could try splitting the search for nearest over multiple frames by creating an array of objects to search through and only searching through (e.g.) 50 each frame.
Depending on the type of game, you could also just make it so it doesn't switch targets after selecting one (only running the search once).
@SplitMindGaming The value is set by the Set Input Field5
behaviour
If calculate distance is less than minimum distance, set minimum distance to calculate distance.
@Aidan-Oxley Think you mean air resistance rather than friction :P
@SplitMindGaming Haven't looked at yours yet, but I think the best way is something like this:
minDistance = -1;
foreach(potentialTarget in tag)
{
distance = CalculateDistance(self, potentialTarget );
if(minDistance == -1 OR distance < minDistance)
{
minDistance = distance;
target = potentialTarget;
}
}
Or if there's a maximum range, you can just do
minDistance = maxRange;
foreach(potentialTarget in tag)
{
distance = CalculateDistance(self, potentialTarget );
if(distance < minDistance)
{
minDistance = distance;
target = potentialTarget ;
}
}
Too bad having an OR in hyperPad isn't quite the same as in a normal programming language; if you put two ifs next to each other connected to the same group of behaviours, it's possible for them to both be true and run the behaviours underneath twice, so it gets a bit messy.
@SplitMindGaming I think Aidan's reworking his to not use arrays right now lol