It'd be very time-saving if you could import a whole folder from Files app (including any folders inside of the folder, aka recursive)
Best posts made by Kamdroid
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Import a folder (recursive)
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RE: Historical Authenticity Contest
I don't like history. I'll pass on this one.
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Dynamic Input to all behaviours
Could you please add dynamic inputs to almost all applicable behaviours? e.g. Load scene by name from a label, Set Graphic by its file name from a label etc.
Would allow for more dynamicness.
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Use and store dynamic values in more behaviours
I need to be able to store and use dynamic values in more behaviours.
Such as:
• Store objects and use them in object behaviours (e.g. set position, set color)
• Store and use object that was spawned in via behaviour
• Load scene via index or name
• Set graphic via name, play sound via name, etcThis could let me make a lot cooler stuff with hyperPad.
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More advanced file IO
Here are some ideas for more advanced file IO that I would love to use.
In General
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Store asset files in variables and use them in behaviours, so if you are using a certain asset in many different behaviours, then decide to change it, it will not be a painful repetitive process
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Adding to the above, alternatively use assets in behaviours via their path name (e.g.
/icons/success.png
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Ability to store scenes in the asset viewer rather than in the one scene list overview
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Create text files directly in the assets viewer - be more organised (like how you can import graphics)
Behaviours
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Create text files & folders in a specific directory
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"Select a file", where the user can select a file (asset) that can be used in your behaviours (e.g. let them pick their own picture for background, let them replace the background music with music from iTunes library
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Get array of all saved files (also makes delete all saved files possible & great for letting user save and load lists of their save games [data])
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Get array of file names from assets folder (good addition for using asset via file name)
e.g./icons/
=["/icons/success.png", "/icons/warn.png", "/icons/error.png"]
Advanced File Properties
- File name, file contents, file size, date created, date last modified
An example of what I could do with this
This is mainly focusing for an OS simulator, but applies to many games
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Achieve a more dynamic system - no more countless, repetitive if statements just because I can only use hardcoded assets
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More organised save data system
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Retreieve all app information dynamically via file system by:
- Loop through
/apps/
folder - e.g.
/apps/SomeApp/
,/apps/SomeApp/icon.png
,/apps/SomeApp/config.txt
,/apps/SomeApp/app.scene
- Loop through
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Let the user customise their experience, pick their own photo for background etc
Not too great of an example, but it will benefit everyone who wants to make more advanced games/apps.
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Add an inbuilt scrolling system
I really need scrolling systems for various different projects, whether it be for displaying long lists of high scores, making a scene that can't fit all the content, etc
hyperPad's biggest advantage is it's easy to use, which is why I think workarounds (like iTap Development's one) shouldn't be the only way to implement this standard feature, especially when you can't auto-import it into an existing project.
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Balloween #hyperween
Hey everyone, thought I'd finally enter a game jam.
It took way longer than expected to polish everything to my liking, so my apologies for submitting with only 1 day away.
Even still, there's much more I wanted to add to game, but it'll have to wait!
Balloween
https://www.hyperpad.com/projects/cdgxpelf
Play as a cute bouncy round ghost, and try avoid spooky obstacles as you run through an endlessly generated world.
With only one finger, try survive as long as you can!
Made for the hyperween game jam.
I tried my best with the difficulty of random generation, but if it's too hard, let me know and I'll update the game with your feedback.
🎃 Credits 🎃
• Platformer art by kenney.nl
• Music "Mischief Maker" from Uppbeat: https://uppbeat.io/t/kevin-macleod/mischief-makerHave a spooky day everyone!
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RE: Collaboration
@GameCRAZY It’s going to be hard to get anyone to join you if all the information we get on the game is a “unique platformer”
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RE: Is anyone else having to Login each time they use the app?
It happens to me occasionally. Also, having to sign into the forums again is also still an issue.
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Option to have object collision with an object in a different layer
Layers are a great way to organise your project, but I can’t always use it when I want, because there is no option to let an object collide with an object in a different layer.
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RE: Coding Sucks
It is important to always remember that dancing sucks. In all its forms. Always.
If you can find something else to do with your life, or other ways to express yourself, choose them.
Only as a dire and last resort, go to dancing.
Dancing at first seems easy and simple... but if you think it is simple you're making misconceptions and missing its true nature.
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Let “Indie”’s use custom fonts
I think we shouldn’t need to have a developer lisense just to use custom fonts. Fonts are really important to achieve the best possible experience, so I believe an Indie license should be enough for you to be able to use custom fonts..
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RE: It's been so silently on hyperPad recently
Getting rewarded for putting out good projects and having a good part in the community would be cool. It'll surely motivate more people, even me.
But yeah, make sure you balance it out so people can't just spam stuff to get rewarded, but actually sharing good quality stuff. Maybe even just virtual stuff, like achievements/badges/points.
Currently I'm waiting for the beta to be released publicly so I can create games more efficiently.
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Get/Set Object Tag through behaviour
Would be great if you were able to get an array of all the tags selected on an object, and set an object tags' too.
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HyperPad behaviours through text like regular programming
It’d be cool to both have the ability to use visual coding, for beginners, but also optionally use HyperPad through text, like a normal programming language e.g. C#
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Runtime Debugger
I'm always using message boxes and speech bubbles to tell me values of things when I'm debugging something that isn't working.
It would be much more convenient to have a runtime debugger that could do this for me, and be able to set a breakpoint at a certain behaviour where this runtime debugger could show me in-use values and other relevant information.
TL;DR : It will be really useful to have a runtime debugger and set breakpoints to debug things.
A good example of this would be the Visual Studio debugger.
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Add iOS message box
Alongside the input box, add a message box.
I use the input box way too much for just messages, it'd be nice if the keyboard didn't pop up and no unnecessary text field.
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Multi-styling for an individual label (like HTML)
It would be great to have multiple styling for an individual label, such as HTML provides:
<span style="color:blue"><b>User</b></span>: Hello world
Currently I have to spawn in 2 labels instead of 1 due to the lack of feature.
For example, I want my label to look like this:
User: Hello worldWhere the "User" part of the label would be bold and a different color, and the rest would be regular white text.
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Local project backup system
I would love if we had an easy option to backup a project locally to our iPad. Ability to save multiple backups of one project, name it, and revert back to it.
This would be useful for when you're implementing a big change, or reskinning a project for a holiday (then you can revert to prior backup to remove the holiday theme)
I know we could do a "share project" backup, but we would have to organise it externally and I'm not sure if we could revert to it easily.
I also don't use cloud backups since the uploading/downloading process takes awhile, and we can't name our backups either.
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RE: Shoot: Anchor Point inoperative and broken
@Deeeds I’m having trouble with this too.
For my SpinDefend game, where you control a turret to kill zombies, I was trying to set a different anchor so the bullet would shoot out of the muzzle, but did absolutely nothing,So I just ended up creating a small object near the muzzle that would be responsible for shooting and attached it to the gun so it’d follow its rotation/position.