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    • T

      Is hyperPad abandonware?

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      MurtazaM
      @kamdroid said in Is hyperPad abandonware?: The community and forums used to be a lot more active, though I think it eventually died down a bit. I'm just waiting for new updates before making anything. I think if hyperPad was cross-platform it'd be way more popular, unfortunately I don't think they can port it to outside of the Apple ecosystem. When the new hub comes out, hopefully with badges/achievements, it could encourage some more activity and new projects to be made. I have a couple ideas on trying to increase some traffic to the forums. I think a lot of users don't use the forums because they forget it exists. I'm thinking bringing attention to it by rewarding active users, and making an "announcement" type post in the app so users are more aware. Still just an idea floating around in my head. But I agree, the forum definitely needs more activity!
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      What would cause broadcast/receive message behaviors to fail?

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      T
      @jack8680 Same issue, different words. There’s no way to verify the order they run in unless you wait a frame because I had it where one stack couldn’t continue before the request was finished and it failed.
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      Combine text cumbersome

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      KamdroidK
      @thecheater887 I totally agree, using combine text behaviours with its limited inputs are annoying. Oh, I even requested this feature months ago. https://forum.hyperpad.com/topic/917/better-way-of-using-variables-in-text
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      Send/receive message and overlays

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      KamdroidK
      @thecheater887 Put your "recieve message" actions in global UI object with a behaviour bundle and turn it off so it doesn't automatically execute. Then in your overlay, simply "behaviour on" the behaviour bundle you put in the global UI object. Such as: (In Overlay) [image: 08523afb-129e-414f-8bc3-0748aa613ac5.png] (In Scene Global UI Object) [image: 5de84ae5-9e9b-4d97-8944-db11bc5c10a8.png]
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      New Behavior: Get Game Info

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      New Behavior: Set Frame Rate

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      Speed/velocity mismatch

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      MurtazaM
      Move behaviours do not use the physics engine so there is no velocity
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      Play sound doesn’t

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      T
      iOS 11.2.
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      Rearranged animation frames don’t save

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      T
      Oops. Sorry, go ahead and delete this one :p
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      Increase zoom level allowance in behavior editor object selector

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      D
      @thecheater887 another work around, scale them up in editor, then make the first action ever done by them, in isolation, be to scale to desired size at game start. The inverse works well, too, with objects too big that intrude on touch areas when editing.
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      Import doesn’t.

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      HamedH
      @thecheater887 said in Import doesn’t.: If you import a photo [of a lion] with a name, say, “phot0”, then rename “phot0” to “ph0to”, and proceed to import a photo [of a kitten] which is by default named “phot0”, the asset manager will display the kitten properly, but if you place the photo of the kitten, it changes to the Lion. This is also visible in run mod. Re-importing the photo of the kitten fixes the issue. Can you give us some details with iPad model, iOS version, a video of the bug? Because we can't reproduce the issue. Thanks.
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      Copy to clipboard not functioning as fully as expected

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      MurtazaM
      Because it’s not a universal clipboard. It’s specific to that project.
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      New Behavior: Check for Updates

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      MurtazaM
      @thecheater887 hub updates will be handled differently. Mid you wanted to do something like this you can with the existing http request behaviours. But need to keep track of your latest version on your own server. Actually, not sure if @Hamed has created an API for the hub yet. If he did and the version number is exposed then you could just use http requests.
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      Where did pause and resume scene go?

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      T
      Yep, that does the exact opposite of what I want. That’s why I didn’t look there! There needs to be a way to kinda just freeze time on any non-ui layer. Very critical for debugging IMO.
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      Modify Behavior: Execute Behavior

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      Combine Text creates bloated behavior trees

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      RobinsonXR
      Yeah... I can see the problem. You're saying that the combine text behavior should act like how you combine values/text in the box container, it would save up space and time.
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      Comments are broken.

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      Label Text Area “blackout”

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      Solidity doesn’t occur while offender is moving via “move”

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      MurtazaM
      I haven't had a chance to check the project out yet. But I can't quite understand what you're saying the issue is. In the global properties we have 2 settings, physics refresh rate, and physics iterations. These basically calculate how much physics calculations happen, and determine the "precision". This can remove that "jelly" like feeling. But it does come at a performance cost.
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      Infinitely “Preparing Player”

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      MurtazaM
      Yes. It's still an insane amount of objects to copy at once. Plus them being graphics. (my guess not a lower resolution either)