
HyperPad Tutorial Part 2 - Make iPhone iPad Games
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Date: 2022-04-08
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Comments and reviews: 4
hyperPad
Hey there, I'm one of the founders of hyperPad. Awesome videos, I'm really enjoying the series. I hope to see more videos from you in the future :). Feel free to contact us any time if you have any concerns questions: contact-hyperpad.com.
Hope you don't mind but I have a few points that may help.
1) In part1, when creating the project you briefly went over the PTM (Pixel to Meter) ratio. You're on the right track, but what it actually means is how many pixels is 1 meter. By default 32 pixels is one in game meter. As you noticed we use meters through out the app, and changing this value will allow you to control what a meter actually means. This is especially useful when you're making your own artwork and need to change the scale of things. Additionally it changes the grid and snapping as well.
2) You noticed in part 1 and part 2 that your character sometimes stops animating. This is partially because your animations are -colliding- with each other. Joystick Controlled actually has it's own built in animation system to help with this. While it's not perfect and still may cause some issues like this, it does definitely help.
So instead of adding Joystick Left/Right --> Play animation. Just tap the Joytstick controlled behaviour, then on the left side you should see an animation panel that will allow you to select some animations to play. This reduces the amount of behaviours used, and makes it a bit more better controlled. The Jump with button also has this same panel.
3) In part 2 When you added your coin, I'd suggest making it passable. This way your player wont be stopped each time they touch the coin.
4) Again with the coin, while adding your behaviour logic to the coin first then duplicating the coin is a great idea. It does eventually get unmanageable. Especially with larger projects. For example, if you ever need to make a change after you've placed all of your coins. You will need to go back and do it for each coin. As you can imagine this could end up being a tedious task. Instead, you can use -tags-. Tags is a bit more of an advanced feature and probably something that you'd want to make an entire video on. But It's an awesome feature that would really help reduce the amount of behaviours, and make your game easier to edit. So in your case for picking up the coin, you could add the collide with coin logic on the green spaceman. BUT instead of selecting a coin to collide with, at the bottom of the behaviour properties select the -tags- tab. Then add a new tag (eg. coin).
Now your logic is when the green space man collides with any object with the tag coin, add 5 points.
Then just go an add the tag coin to each coin in the scene. Now if you want to change the sound effect, the amount of points collected, or what ever else you want, you only have to do it in once place.
5) Keeping objects within the screen. Like you said there are many ways you can do this. An even easier method is to use the -Confines to Screen- behaviour. This will automatically create invisible walls around the screen space so you can't leave the screen :). Again there are even more ways of doing it. But in a pinch, this behaviour is really handy.
6) Regarding the upgrade screen. While it's true the free version does have it's limitations, it doesn't stop you from using it. In your case, you're simply out of cloud storage. That doesn't mean you can't make any new projects. It just means you can't have your projects safely backed up on the hyperPad Cloud. Each new project you create this is a toggle switch to enable cloud backups. Simply turn this toggle off, and your project won't try to upload to the cloud anymore.
You can also enable/disable cloud backups later for each project. From the -Projects- screen tap the ... icon and select -settings-
Additionally you can manage your cloud backups by opening the -hyperPad menu- (3 horizontal lines in top left corner), then selecting -My Cloud Backups-
Once again, loving the series. Great work!
reply
Hey there, I'm one of the founders of hyperPad. Awesome videos, I'm really enjoying the series. I hope to see more videos from you in the future :). Feel free to contact us any time if you have any concerns questions: contact-hyperpad.com.
Hope you don't mind but I have a few points that may help.
1) In part1, when creating the project you briefly went over the PTM (Pixel to Meter) ratio. You're on the right track, but what it actually means is how many pixels is 1 meter. By default 32 pixels is one in game meter. As you noticed we use meters through out the app, and changing this value will allow you to control what a meter actually means. This is especially useful when you're making your own artwork and need to change the scale of things. Additionally it changes the grid and snapping as well.
2) You noticed in part 1 and part 2 that your character sometimes stops animating. This is partially because your animations are -colliding- with each other. Joystick Controlled actually has it's own built in animation system to help with this. While it's not perfect and still may cause some issues like this, it does definitely help.
So instead of adding Joystick Left/Right --> Play animation. Just tap the Joytstick controlled behaviour, then on the left side you should see an animation panel that will allow you to select some animations to play. This reduces the amount of behaviours used, and makes it a bit more better controlled. The Jump with button also has this same panel.
3) In part 2 When you added your coin, I'd suggest making it passable. This way your player wont be stopped each time they touch the coin.
4) Again with the coin, while adding your behaviour logic to the coin first then duplicating the coin is a great idea. It does eventually get unmanageable. Especially with larger projects. For example, if you ever need to make a change after you've placed all of your coins. You will need to go back and do it for each coin. As you can imagine this could end up being a tedious task. Instead, you can use -tags-. Tags is a bit more of an advanced feature and probably something that you'd want to make an entire video on. But It's an awesome feature that would really help reduce the amount of behaviours, and make your game easier to edit. So in your case for picking up the coin, you could add the collide with coin logic on the green spaceman. BUT instead of selecting a coin to collide with, at the bottom of the behaviour properties select the -tags- tab. Then add a new tag (eg. coin).
Now your logic is when the green space man collides with any object with the tag coin, add 5 points.
Then just go an add the tag coin to each coin in the scene. Now if you want to change the sound effect, the amount of points collected, or what ever else you want, you only have to do it in once place.
5) Keeping objects within the screen. Like you said there are many ways you can do this. An even easier method is to use the -Confines to Screen- behaviour. This will automatically create invisible walls around the screen space so you can't leave the screen :). Again there are even more ways of doing it. But in a pinch, this behaviour is really handy.
6) Regarding the upgrade screen. While it's true the free version does have it's limitations, it doesn't stop you from using it. In your case, you're simply out of cloud storage. That doesn't mean you can't make any new projects. It just means you can't have your projects safely backed up on the hyperPad Cloud. Each new project you create this is a toggle switch to enable cloud backups. Simply turn this toggle off, and your project won't try to upload to the cloud anymore.
You can also enable/disable cloud backups later for each project. From the -Projects- screen tap the ... icon and select -settings-
Additionally you can manage your cloud backups by opening the -hyperPad menu- (3 horizontal lines in top left corner), then selecting -My Cloud Backups-
Once again, loving the series. Great work!
reply
Chris
So this is basically a game engine. I think typing actual code isnt that much more complicated as long as the engine is good and the commands are clear. They could just as well have allowed for java or something for behaviors and it really wouldnt seem that much harder. Could be wrong but I also think thats more flexible... no?
reply
So this is basically a game engine. I think typing actual code isnt that much more complicated as long as the engine is good and the commands are clear. They could just as well have allowed for java or something for behaviors and it really wouldnt seem that much harder. Could be wrong but I also think thats more flexible... no?
reply
TruthBy
Have you tried Game Builder Garage on Nintendo Switch? I-m just starting to learn that and was looking for something similar for iPad, when I discovered hyperpad. Seems like GBG is a bit more advanced, but similar visual coding paradigms.
reply
Have you tried Game Builder Garage on Nintendo Switch? I-m just starting to learn that and was looking for something similar for iPad, when I discovered hyperpad. Seems like GBG is a bit more advanced, but similar visual coding paradigms.
reply
pok-mono
i might make a game which kinda looks like minecraft but its not. i wont show my ideas because i might spoil it for everyone
reply
i might make a game which kinda looks like minecraft but its not. i wont show my ideas because i might spoil it for everyone
reply
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