Currently in hyperpad there is no reliable way to detect if our player is on the ground. Stopped falling works most of the time, but there is the occasional scenario where it does not trigger and breaks your control system. However, the jump and jump with button behaviors are reliable at doing this. My suggestion is that we be able to use the same system that the jump behavior uses to detect if an object is grounded as a standalone behavior. This behavior will probably return 1s or 0s like the get flip behavior. The get grounded behavior will be a simple solution to a problem that I often have.
This behavior would move a physics object at a certain rate without letting it go through collisions. We cannot use set velocity for this as it will result in objects clipping somewhat into walls. Implementing this will improve our ability to create custom control schemes for our games.
Acceleration rate for joystick controls
Currently we can set the deceleration rate for the default joystick controls, but not the acceleration rate. This would make the character reach full speed and turn faster. I believe adding this would greatly increase the amount of control we have with the joystick controls behavior.
Best posts made by T-Studios
3 new things that can simplify custom controls
Make names more important.
This idea involves a large change in the object and graphic naming system.
There will be 4 new behaviors…
Set Object Name,
Get Object Name,
Find Object Name,
And some modifications to set graphic.
Set name will change an objects name,
Get name will output an objects name,
And find name will find an object with the inputted name,
This will output 2 values, whether or not it found an object, and the object. The outputted object will work like outputted values, and you can drag them into a behavior to make that behavior run on that object,
Get graphic will output the name of the graphic an object is using,
And set graphic will now have an option to set an items graphic based on a name.
Particle creator improvements
I have three suggestions for the particle creation screen which could greatly improve our ability to create good looking particles:
An option for exact number inputs, I can’t ever get those sliders to go to the exact value I want, so this would be great
An option to preview your particles next to your level would greatly benefit me because when I create particles I have no way to get an idea of how big they will actually be in game. Currently we have to save the particle and manually test it out which is time consuming
An option for particles to have collisions and behaviors. This would probably not work well with high amounts of particles, but in some cases people may want their particles to interact with objects (for example, a particle might splatter upon hitting the floor) or simply not fall through the level. Although this can be done with normal game objects it would be useful to have the customizability.
A behavior to change an objects collision boundaries is needed
Currently it is impossible to change the shape of an objects collision boundaries while a game is running, and I think we need a behavior which can do this. Being unable to do this makes it hard to change an objects shape because we can’t have the collisions reflect the new sprite without using a different object. This could also allow for custom shapes to be dynamically created during gameplay with empty objects, which opens up many potential graphical possibilities.
RE: I just updated the app and now I can’t edit or play my project.
@hamed this fixed the problem, thank you
We need a way to select multiple assets at once.
Currently there is no way to modify multiple assets at once in the asset browser. It would save a lot of time if we didn’t have to modify the assets 1 by 1. This would be particularly useful when moving things in and out of folders.