No joke, this is actual gameplay! :D
Best posts made by RobinsonX
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Plugins in hyperPad! (UNOFFICIAL)
DISCLAIMER: This is not an official feature and is not endorsed or sponsored by any official hyperPad associates. I created this as a tool for everyone to use freely.
I have successfully created a web application that can mod your hyperPad project to your heart's content! Although it is still in development, I would like to announce it to the community early so you guys get to try out this new tool!
And yes, you can add and remove
user-generated pluginsfrom your hyperPad project using this software. That means you can copy behaviors, objects and assets from one project and port it over to other projects - a feature that users have asked for a while!You can try out the plugin feature directly in your browser without downloads:
https://rxcodes.github.io/hyperPad-Project-Modder/Feel free to share your plugins here! Please try not to post plugins anywhere else on the forums!
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RE: DIZBIZ REMAKE WIP
@themerpygirl Awesome! Nice to see more projects like this come out. :)
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RE: Will a 3D Dancing Line Game work?
@Ethan-D Yes, you could make a dancing line game, but it won't actually be 3D. hyperPad is only a 2D game engine, but you can fake 3D by using isometric graphics.
You'll have to take account of the z order of objects - objects with a higher z order will render over objects with a lower z order. For example, the floor could have 0 as the z order whereas the cube could have 1 as the z order; the cube will be on top of the ground. You can treat the z order as the vertical position in 3D space and it should do the trick.
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RE: So close to closing shop
So, I decided to take matters onto my own hands.
I'm working on an open source site that can convert hyperPad projects into an HTML file that will be supported by all major browsers.When a working prototype releases, hyperPad will blow up.
This has been a requested feature for a very long time, and I will be proud to deliver it! Currently, you guys can contribute if you guys are in the hyperPad discord server. Let me know there if you want to help!
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RE: Collision sounds when level starts.
:D
I fixed it! Copy the link and paste it on safari if it doesn't open up here. @JiiS -
RE: RobinsonX (Game ChangeLogs)
Been working on it for a week, it's almost done! :D
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RE: How to Create a Charater’s Spectral
@Paulo-Orsuli What you're describing is definitely possible.
You have your character sprite. You want to have multiple graphics (the copies) in your scene with the same sprite. Make sure the copies are semi-transparent (tap the color wheel and adjust the opacity).
Your copies shouldn't contain any logic from your character - the only logic for them to have is to follow the player. You can use a Frame Event and connect it to a Move to Object. For the first object, select the copy (itself) then select the player object for the second one so that the copies move to the player. Make the duration 0s. This makes your copies move to your character every frame, so it appears that they're following your player.
Then after Move to Object, you can connect a Move By and move the object a random offset. Make sure the duration is 0 for this too. This will give you that distinct effect you're going for.
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RE: Button
@BuiltLord You can already do this.
You can select the Global UI layer on the right sidebar and from there you can drag graphics from the Asset Dock to add elements to the screen. You can program the elements to act as buttons.
Latest posts made by RobinsonX
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RE: Attribute default value not loading at game start
@MrAeon1111 Hello, can you share a screenshot of your behavior logic? One potential thing that could be happening here is that the order in which your behaviors are executed is wrong.
For example, you could be triggering the Set Attribute behavior before running the behaviors responsible for outputting the values used in the behavior - this would explain why triggering the Set Attribute behavior later would fix it, since now it's using the updated output.
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RE: When importing my games to another device, it cannot open them.
@Ya7 In the new beta/update, projects are using a new camera system. This new system was incompatible with older versions of hyperPad that didn't support it (it would crash when opening/playing the project). The new camera system includes the ability to change the anchor of the camera to change how the screen resizes - in Screen Settings, you will see this new feature.
If you're experiencing this crash, then that means the app running the projects is out of date and needs to update. Note that the Hub app has not received this update yet as I am writing this - please double check the version. If you can confirm that you are using 2.5 and that the projects are still crashing, something very weird is going on and I'll need to take a closer look at one of your projects.
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RE: When importing my games to another device, it cannot open them.
@Ya7 I'm very sorry this is happening to your projects. If possible, can you send one sample project to narrow down the issue? I could not independently recreate this on my end.
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RE: Move player forward In their direction
@IAmPotat The Raycast Test behavior outputs a
normalfield. This is the angle that the ray would travel if it were to reflect. You can use this to rotate an object to that angle, and then use a Calculate Direction behavior to calculate thex_vectorandy_vectorfrom the center of the object to where it's facing. You can use those values to determine how much your object moves when a ray has intersected with an object.If you need help on how to use the behavior, this video has step-by-step examples:
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RE: How to Create a Charater’s Spectral
@Paulo-Orsuli What you're describing is definitely possible.
You have your character sprite. You want to have multiple graphics (the copies) in your scene with the same sprite. Make sure the copies are semi-transparent (tap the color wheel and adjust the opacity).
Your copies shouldn't contain any logic from your character - the only logic for them to have is to follow the player. You can use a Frame Event and connect it to a Move to Object. For the first object, select the copy (itself) then select the player object for the second one so that the copies move to the player. Make the duration 0s. This makes your copies move to your character every frame, so it appears that they're following your player.
Then after Move to Object, you can connect a Move By and move the object a random offset. Make sure the duration is 0 for this too. This will give you that distinct effect you're going for.
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RE: How to make checkpoints?
@Franjipang The Modify Save File behavior will have a
Delete All Keysoption which is equivalent to resetting the entire save file (what you shown in the screenshot). The thing is you want to trigger it before loading save values, so you'd want to trigger it before going into the level. This could be done in the title screen so the data isn't reset every time you restart the level. -
RE: RobinsonX (Game ChangeLogs)
Hey everyone! Long time no see. 👀
I'm working on a project in hyperPad. Check it out!
https://www.hyperpad.com/projects/g8csd4nfIt's an open source project that will be able to edit YouTube videos in the far future! I've already used this to produce some content. ;)
Right now, this is more like a basic animation app- a proof of concept. If this gets enough support, I will consider making this into a full fledged app.Features:
- Pan and pinch controls
- Insert audio and images on the timeline (text coming soon)
- Import your own assets (imported assets aren't saved)
- Copy, edit, splice and move tracks
- Automate properties over time with keyframes
- Real-time playback and scrubbing
Please note that this is a very early demo. There will be bugs, and there are a lot of unfinished features. Feel free to report bugs in the comments!
Check out this devlog for this project:
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RE: How to make checkpoints?
I noticed you have a "checkpoint" save key in your project. You don't need it if you're only saving player position. But if you want to find out what checkpoint the player is at, then it does make sense to have a "checkpoint" save key. Just make sure you use the Load from File behavior to retrieve the checkpoint, since it will be up to date.
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RE: How to make checkpoints?
@Franjipang You have all the right behaviors. You just want to make sure they are being triggered in the right order. First, you'd want to load all the values before you try using them.

I used a Behavior Bundle to ensure that behaviors are triggered in the right order (left to right). To simplify your logic, I made the player's position the default value for the Load from Save File behaviors. So on a fresh save file, it will just move the player to its original position. When these values are saved, it will use those saved values.

