@versioneight With a screenshot of your behaviors we can have a more specified discussion, but off the bat a "set behavior state" behavior (in behavior tab "custom") will probably get you to where you want to be.
Say you want the item buff to last 30 seconds: after the buff trigger, add a "timer" behavior. Attach a "set behavior state" and make it turn off the behavior tree inflicting the buff (setting the behavior state to "off" on any behavior in a behavior tree will stop all subsequent behaviors from triggering as well.)
There's some complications here like: 1. if the buff was a flat value addition, turning of behaviors won't then change values back (in that case you could reverse the effect by storing the buff value and adding when buffed, subtracting when not. 2. You will need to turn the behavior tree you turned off back on so that it's ready to receive a subsequent buff (can be done with the existing timer or maybe when the object is picked up or whatever).
I feel like I'm not making a ton of sense but if you screenshot the behavior tree I promise to be a little more coherent xD

Posts
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RE: Proper chain for applying and power-up and turning it off
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Game Jam Progress
Level design progress. Other than trees that might be as far as it goes. A lot of second guessing myself in the beginning but live and learn.
I'll post again probably after I have a walk cycle animate
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RE: just came back here after over two years, why is there so much ai art 😭
@themerpygirl I see. I'm nobody just a casual user and as such won't speak for anyone. My subjective opinion is a little header flare is similar to using stock assets to improve the UX of a PowerPoint presentation, team email, newsletter...
I agree the use of AI defeats the purpose of creative spaces and compromises the integrity of an environment as a whole. We need to be careful how much we pretend we don't see it.
If there's a halfway point we could reach I would hope it's that there's places where things are more and less appropriate. We're talking about a very small team with a very high volume of tasks on their plate with an active beta and a roadmap that's a mile long.
I have a design degree and love the creative space like it's sacred but I have to admit; this feels like an overworked team cutting a corner to give us a little more than literal black text on white because they are strapped for time with college, life and work that actually makes money (they do this at a loss just clinging to the hope the world will see the vast potential someday) -
RE: Proper chain for applying and power-up and turning it off
@versioneight Apologies for replying four days later I was out for the weekend.
I now see your issue; It would seem the "ignore bullets" behavior was designed for scene objects where you want to ignore bullets permanently. In the forum someone said disabling it with a "set behavior state" should also disable the effect but that isn't working for me so I used tags to work around it:
Instead of having the collision with the power-up set a "ignore bullets" behavior; you can have the bullets set to collide with a specific tag (I see you're using tags already). When the player collides with the invincibility item, use a "modify tags" behavior to disable or change the assigned tag. This will make bullets no longer impact. Next, add a timer attached to another "modify tag" to re-set the tag to normal making bullets hit again.
This tag logic should be adaptable for applying various effects. If you need a screen shot or have further questions let me now. I honestly enjoy solving problems and I'm learning as well so this is all good stuff :) -
RE: Proper chain for applying and power-up and turning it off
@versioneight P.S. you might want to have a tag for bullet collisions specifically. Found out the hard way things get screwy if you start trying to use the same tags for more than one function
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RE: New FX Sound Behaviour?
@KrystalYee Having the same audio file played at slightly adjusted and varied pitch values for variety is one of the coolest fast UX tricks I've seen.
Thank you a million for all for of the audio advancements. Being able to tweak-test-tweak-test-tweak-test with no latency on compile until the audio trigger feels correct is one of the many reason I wouldn't be anywhere else.
You all are the best! -
RE: 🚀 Introducing the hyperPad Bi-Monthly Challenge!
"YOU TELL EM I'LL BE THERE!" - Wyatt Earp
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RE: I can see the behavior collided do I need to play?
@AMIR-GAMES I'm not a dev but I have the starter version: There are no behavior restrictions. Collision behaviors can be found in Behaviors->Object->Collision Detection.
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RE: hyperPad 2.2 Beta
If it's just running through various functions to see if everything is working correctly I'm in
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RE: What got you into iPad game development? 🎮✨
People often get stressed with a new activity then look at said activity as inherently stressful. People say, "game dev is really hard" a lot. That's a bad way to start anything...
Stress spikes when a person tries to perform a task that exceeds the person's functional understanding. For instance: a person can know how to draw in linear perspective but still get flustered when the variables get so dense it's disorienting.
Especially at the beginning, try not to stress yourself out. Choose tasks you can wrap your head around to get some satisfaction then quit while you're feeling good, not when you're burnt. That last part is extremely important. You're developing a habit which means you need positive association.
People often say they quit and they don't know why... They came to the stark reality that perception of what they're capable of and what they are actually capable of do not align. It's the Dunning-Kruger Effect and it's not just you, it's everyone. Choose the lowest level task possible, find enjoyment in small victories and quit while you're having fun. You can hard grind later. For now develop a habit.
Not trying to be a know it all just been in multimedia for a long time and have watched people falter due to the same variables over and over. Perhaps knowing the stress is coming and that it's just the brain saying too much too fast even though the workload seems reasonable can help ✌️❤️ -
App Store Search Optimization
I apologize for being redundant as this is a topic I have brought up before but I feel it's important:
I couldn't figure out why HyperPad doesn't come up in the App Store when using search terms "Game Creator" "Game Engine" "Game Coding" "Make Games" etc... Checking to see if anything had changed, I noticed Codea doesn't come up either (only GDevelop)
Codea is in the Productivity category. HyperPad is in the Developer Tools category. GDevelop (the only one that that comes up) is in the Education category.
GDevelop (what I was using before I found out Hyperpad existed even though I had ran previous searches) is a mess in comparison and it has 4 times the reviews. I have to believe it's because people aren't finding HyperPad.
Perhaps changing the category to education is a necessary step. If you already looked into this and it's outside your control, my bad. Thought it was worth a heads up. -
RE: DIZBIZ REMAKE WIP
@themerpygirl Really cool vibe, love that you're hand drawing.
For the pet follow movement you might like a thing I did:- I used a "Frame Event" (triggers anything attached to it every single frame) attached to a "Get Position" behavior so I have the player coordinates.
- Attached to that are two "random" behaviors (one for the X coordinate, one for Y) that output a random number between one and four when triggered.
- I then attached two "Add Values" behaviors to add the random output number to the "Get Position" coordinates.
- I dragged the "Get Position" value to the first "Add Values" function and chose the X position.
- I then dragged the "Random X" value to be added to the player position X value.
- Same thing for the Y: "Get Position" Y plus the generated "Random Y".
- Next I created a timer that will move the "pet" every 1.5 seconds.
- Attached to the timer is a "Move to Point" behavior.
- On "Move to Point" drag "Add Values X" to the X coordinate under "point" in the Move to Point behavior.
- Same for Y: Add Y Values to the Y point of the Move to Point behavior.
- Set the transition of the "Move to Point" behavior to "In Out Sine" in order smooth the start and stop.
It's similar to what you have with some organic movement thrown in thought it'd be worth sharing :)
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RE: WWDC26 Announcements for iPadOS26!
@KrystalYee Appreciate the feature update. Truth be told I rarely pay attention. A two iPad setup with customizable voice commands could get rather interesting. Seeing the new external storage capabilities makes me think I'll be building an asset library as time goes on.
Really cool, thanks! -
RE: DIZBIZ REMAKE WIP
@themerpygirl If what I sent isn't making sense, this short tutorial from the HyperPad channel shows outputting values into math behaviors then using the resulting value for the move behavior. It's not exactly the same but it should help with understanding outputting values to input fields: