@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.
@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.
@themerpygirl Awesome! Nice to see more projects like this come out. :)
@themerpygirl There's a bug with duplicated behaviors (fixed in the beta). Try placing down a Behavior Bundle and connect it to those two behaviors so both of them can trigger on start.
@themerpygirl Can you share a screenshot of your behaviors? Playing sound effects simultaneously should work.
Also, are you on the beta? Lots of things have been fixed on there, and perhaps this issue may have been resolved there.
@themerpygirl Hello!
You can use Play Sound behaviors instead. They have almost the same capabilities of Play Music behaviors - you can loop them and even define a start time.
Since we've just revamped the audio engine, audio playback is much better and you can get away with using Play Sound behaviors. The only downside is that you can't define the end time with Play Sound behaviors unlike in Play Music behaviors.
@gmail When pausing the game, you can also change the aspect ratio to best fit your screen.
@Hman_USA Hello! Here are some answers to your questions:
@Kore This has been fixed in an upcoming update that should be arriving soon!
@Ana-potato Videos can take up a lot of storage and isn't recommended because it can kill performance on low-end devices. Even if you try to import lots of frames of a video and play it back, it isn't always smooth. You'll quickly find out why we can't have videos on here.
@gmail Hello, can you send me the projects you want the permissions wiped to my email: robinson.x@hyperpad.com
@Shady91 As of right now, not really. We are using a bunch of APIs that aren't made by Apple, so this most likely won't work like Murtaza mentioned.
However, if we migrate to using more native Apple APIs, then this seems feasible. I don't know much behind how this works yet.
If you do try, let us know if it works!
@Shady91 However, a blank scene is very rare.. I'd assume it's a memory issue because it fixes itself after restarting the app. To clear up some memory, you can go to your account settings by pressing the top left hamburger icon and then tapping the gear. You want to press on the button called Clear Project Cache.
@Shady91 Thanks for sharing this with us!
How are you updating your sprites' positions? If they are running under a Timer behavior, I suggest using a Frame Event behavior so the positions are guaranteed to refresh every frame.
@dumbTactics Sorry for the late response, but make the world gravity stronger to remove the "floatiness". You can do this in project settings or use the Set Gravity behavior.
@JonnyFlapjack Can I see your behaviors? Make sure you're getting the object ID of the "4" object and that it's being received on the button object.
Also, it's worth noting that broadcasting will trigger all receive message behaviors with the same key. So you want to have different keys for sending and receiving data between objects.
@JonnyFlapjack Plug the objectA_ID
output of the Get Object into the object fields of other behaviors. The other behaviors will only perform the actions on the specified object.
Object IDs can be used to dynamically select which objects to perform things on.
@Shady91 Looks like a mistake on our end dealing with version numbers - I'll try to fix it in the next update. 🤔