@RXCodes says this is expected behavior…
Posts made by ZuniSoft
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RE: App icon and folder icon are different…
Sounds like a Files app bug on Apple’s end.
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App icon and folder icon are different…
After updating the hyperPad app from the App Store, the Files app still shows the old app icon. In this case the app icon is the green rocket, but in the Files app I still have the Halloween icon.
iPad Model: M1 iPad Pro
iOS version: 16.2
hyperPad Version: 1.320
Description: See above
Steps to reproduce: See above
Additional info: -
RE: Project Icon Not Updating
Could this be the problem? gameDetails.plist:
<key>gameGenre</key>
<string></string>
<key>gameIcon</key>
<string>noicon</string>
<key>gameMode</key>
<integer>0</integer> -
Project Icon Not Updating
In the project directory, the project icon is correct. Opening the project in hyperPad, the project shows an old icon. The old icon is from a project version I uploaded to the hub. Tried cleaning up the project, no change.
iPad Model: M1 iPad Pro
iOS version: 16.2
hyperPad Version: 1.320
Description: See above
Steps to reproduce: See above
Additional info: -
RE: HyperPad Project Fails to Build in Xcode - ARM64 - ios simulator issues
I found a workaround, if you have an M series Mac, you need to run Xcode in Rosetta mode.
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RE: HyperPad Project Fails to Build in Xcode - ARM64 - ios simulator issues
@RobinsonX this was a new export from yesterday. Will not build for a simulator. I posted a video on Discord - Bugs showing what is going on...
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RE: HyperPad Project Fails to Build in Xcode - ARM64 - ios simulator issues
@RobinsonX Still having the issue from an export yesterday:
ld: in /Users/krdavis/Projects/Trolls/libs/hyperPad/libHPStatic.a(20150301111255_convert_paths_to_ids_in_BehaviourData.o), building for iOS Simulator, but linking in object file built for iOS, file '/Users/krdavis/Projects/Trolls/libs/hyperPad/libHPStatic.a' for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)Builds and runs fine on my iPad Pro...
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Trolls is on the Hub…
My first game in hyperPad is now on the Hub. The game is named Trolls and has four complete levels. This was easy to create compared to coding Swift and SpriteKit. Feedback and suggestions welcome!
A couple of screenshots:
Hub Link: Trolls
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Possible Moving Plaform Issue
Design a moving wall object platform like the following:
Have a player object, for example, jump up into the platform from below. The player object becomes stuck on the bottom of the platform. Hitting other wall objects from below works as expected.
iPad Model: M1 iPad Pro
iOS version: 16.2
hyperPad Version: 1.310
Description: See above
Steps to reproduce: See above
Additional info: -
Design Grid Issue
Design a scene with the grid on. Proceed to run the scene and quit. The grid button is enabled, but the grid is not visible.
iPad Model: M1 iPad Pro
iOS version: 16.2
hyperPad Version: 1.310
Description: See above
Steps to reproduce: See above
Additional info: -
RE: Play Animation Holds onto Last Animation Used
I guess you have to delete all the existing animation frames in the play animation behavior first then add the new animation. Seem more intuitive that if you just select a new animation, that the existing frames would be replaced with the new ones…
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Play Animation Holds onto Last Animation Used
Interesting behavior, I have a complex enemy object that uses one set of animations for walking, idle, hurt, etc. When I make a copy of the object and try setting new animations in the play animation behaviors for walking, idle, etc., the play animation holds on to the previous animation sequence. It also plays the new sequence. I have to delete all my play animation behaviors and replace them with new ones to fix the problem. Could this be a bug?
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Something I have been working on…
Very new to hyperPad, impressed with what you can do with it. Only thing I am having problems with is animation priorities, can’t quite get them to play perfectly every time. Here is a screenshot of my progress so far:
I uploaded a video, but it think it corrupted…
Anyone know what the max upload size is here?
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RE: Simple Question on Desired Screen Behavior
@RobinsonX Got working by setting my player’s anchor to the correct value. It was causing the erratic behavior. Thank you for your input!
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RE: Enabling and Disabling Follow Screen
@Aidan_Fire thanks so much, it was a big help! I found the source of my frustration, I had set the wrong anchor on my player and that was causing the screen jumping.
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RE: Collision only happens once
God, I am a total idiot, had a get screen before the left collision. Moved it to after the collision and all is well. 🤪🤪🤪🤪
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Collision only happens once
I have a passable wall object that I check for collisions on the right and left. The right and left events a separate, one checks for right collision and the other a left collision. The right collision happens every time the player hits the wall from the right. The player turns around and hits the wall from the left. This event only occurs once. Subsequent right hits fire with left hits failing after the first hit…