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Everything You Need to Create Games

Comprehensive guides, tutorials, and references to help you master every aspect of hyperPad game development.

Getting Started

hyperPad App

9 Slice Objects

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9 Slice objects sometimes referred as 9 Patch are objects with user defined margins that divide an image into 9 sections and change the way the object scales. 9…

Automatic Cloud Backups

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When you create a new project you will have the option of allowing Automatic Cloud Backups this toggle is on by default . https://documentation.hyperpad.com/hc/…

Creating a New Project

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To create a new hyperPad Project, go into the Home Screen /documentation/home screen and press "+ New Project" https://documentation.hyperpad.com/hc/article att…

Home Screen

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The first screen you see after logging in is the Home Screen. The Home Screen is the gateway to explore hyperPad, it is broken into 3 main components. The 1 Use…

Importing Assets

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This Article will cover the different ways of importing assets into hyperPad. To view the different types of assets you can import view the "Supported Asset Typ…

Importing and Using Animations

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With hyperPad you can create objects with custom animations. You have two choices when it comes to animations. You can import animations as individual frames, o…

Native Keyboard Shortcuts

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hyperPad has native keyboard shortcuts that can be used in the editor to quickly perform actions. You can bring up all available shortcuts on iOS by holding ⌘ o…

Supported Asset Types

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Intro: hyperPad allows you to import a wide variety of assets. This Article will help you get a better understanding of the supported formats, specifications, a…

Object

Behaviors

Active State

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Description The Active State behavior will trigger an event once immediately when your object enters an active or idle state. An active state implies an object…

Became Idle

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Description The Became Idle behavior will trigger an event once immediately when your object enters an inactive state. An inactive state implies an object is id…

Collision Event

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Description The Collision Event behavior will trigger an event when two objects starts colliding, stop colliding or trigger continuously while colliding. When u…

Create Collision

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Description The Create Collision behavior will create a new collision body for the selected object. This collision body can take the shape of a circle, rectangl…

Destroy Object

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Description The Destroy Object behavior will remove the selected object from your scene immediately when the behavior is executed. Once your object is destroyed…

Disable Object

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Description The Disable Object behavior will turn off collisions and behaviors on that object, and any behavior referencing that object. When an object is disab…

Draw

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Description When executed, the Draw behavior will draw to the selected render texture. Note that the coordinates 0,0 represent the bottom left corner of the ren…

Enable Object

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Description The Enable Object behavior will turn on collisions and behaviors on an object that has been disabled via the Disable Object /documentation/disable o…

Get Attribute

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Description The Get Attribute behavior will retrieve an attribute from a selected object. You can then output this to use with other behaviors. Attributes can b…

Get Noise Value

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The Get Noise Value behavior reads a value at a specific position from a noise map. For more information on noise maps and how to use them, refer to the Noise M…

Get Object

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Description Get the details of a selected object to use in other behaviors. Properties Triggers Immediately Object Select the object you wish to get the details…

Get Objects By Tag

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Description Get the IDs of the objects with a specified tag to use in other behaviors. Properties Triggers Immediately Object Get an array of the object IDs wit…

Get Pixel

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Description The Get Pixel behavior gets the HEX color of a specific pixel of the canvas from a Render Texture /documentation/render texture behavior. Attempting…

Hit by Bullet

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Description The Hit by Bullet behavior will trigger an event once your object has been hit by a bullet from a specified " Shoot /documentation/shoot with button…

HitPoint Test

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Description The HitPoint Test behavior places an imaginary invisible point on the scene and test if any objects intersect with that point. This only tests for n…

Ignore Bullets

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Description The Ignore Bullets behavior will cause your object to ignore all bullets from a specified Shoot /documentation/shoot behavior, making bullets of tha…

Ignore Object's Bullets

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Description The Ignore Object's Bullet behavior is an action behavior. When executed, it will cause your object to ignore all bullets from a specified object. T…

Jump

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Description The Jump behavior will allow you to make any physics object jump as soon as this behavior is executed. Unlike " Jump with Button /documentation/jump…

Modify Tags

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Description The Modify Tags behavior manages tags on a specified object or a group of objects. Properties Triggers Immediately Object A This is the object you w…

Mouse Event

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The Mouse Event behavior listens to events from an external hardware mouse or trackpad and triggers behaviors once an event has been received. > ⚠️ Warning :…

Movable Platform

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Description The Movable Platform behavior will cause any object to become a platform to move in a specified direction. The platform has special characteristics…

Noise Map

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Overview //www.youtube nocookie.com/embed/CGrGToNv3Ak The Noise Map behavior creates and manipulates noise maps. The action is done upon execution, which works…

Passable Platform

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Description The Passable Platform behavior is an action behavior. When executed, it will cause your selected object platform to allow any physics object to pass…

Patrol

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Description The Patrol behavior will make your specified object move back and forth as if it were patrolling an area. This behavior will trigger an event once i…

Raycast Test

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Description The Raycast Test behavior shoots an imaginary invisible ray from a starting point origin to a destination point and check if any objects intersect i…

Render Texture

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Description The Render Texture behavior creates a blank canvas that is used to draw on with the Draw /documentation/draw behavior. You can also apply an effect…

Set Attribute

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Description The Set Attribute behavior will allow you to set or change value of an attribute for a selected object. You can Attributes can be created from the O…

Shoot

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Description The Shoot behavior is an action behavior. When executed it will make your selected object shoot a projectile. This behavior contains predefined prop…

Spawn on Area

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Description The Spawn on Area behavior will generate a duplicated version of your specified object within a selected area. The spawned child object will be a re…

Spawn on Object

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Description The Spawn on Object behavior will generate a duplicated version of your specified object on top, or near another specified object. The spawned child…

Stopped Colliding

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Description The Stopped Colliding behavior will trigger an event once your two specified objects are no longer collided with each other. When used with tags, yo…

While Colliding

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Description The While Colliding behavior will trigger an event repeatedly while your object collides with another specified object. When used with tags, you can…

Scene

Behaviors

Ad Clicked

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Description The Ad Clicked behavior will trigger an event when a banner ad is clicked and triggered. Properties Triggers Once on Event This behavior does not ha…

Close Overlay

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Description The Close Overlay behavior will close the currently open overlay immediately. It will also un pause any overlay or scene behind it. Overlays are lik…

Get Background

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Description When executed, this will return the HEX color value of the background and the image the background is using. Properties Triggers Immediately This be…

Get Music Settings

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Description The Get Music Settings behavior will get the settings and properties of the music playing in the scene. You can get the volume , duration and curren…

Load Next Scene

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Description The Load Next Scene behavior will switch to the next scene in the Scene List /documentation/scenes . All UI objects and mirrored object will also be…

Load Overlay

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Description The Load Overlay behavior will display an overlay on top of your current running scene or overlay. By default, hyperPad includes 2 overlays, a Game…

Load Previous Scene

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Description The Load Previous Scene behavior will switch to the previous scene in the Scene List /documentation/scenes . All UI objects and mirrored object will…

Load Scene

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Description The Load Scene behavior will switch to a specific scene from the Scene List /documentation/scenes . All UI objects and mirrored objects will also be…

Load Scene (Old)

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Description The Load Scene behavior will switch to a specific scene from the Scene List /documentation/scenes . All UI objects and mirrored object will also be…

Pause Music

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Description The Pause Music behavior will pause the music that is currently playing in the scene. You can resume the music again by using the Play Music /docume…

Play Music

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Description The Play Music behavior will start playing a selected music file as soon as it is triggered. Note that you can only play one song at a time. If you…

Preload Scene

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Description The Preload Scene behavior will load a scene into memory, but it does not immediately switch to it after loading. You can then use the Load Scene be…

Quit Project

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Description Quits the project and returns to the Main Screen or the Editor. On exported projects, it starts the first scene instead. Properties Triggers Immedia…

Restart Scene

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Description The Restart Scene behavior will restart the current scene from the beginning. All UI objects and mirrored object will also be reset to the state the…

Set Background

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Description Changes the displayed graphic or color of the current background. Properties Set Background Image Set Background Color Graphic Select any graphic fr…

Set Background Color

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Description Changes the color of your graphic on background. Properties Triggers on Completion Transition The effect used for the transition if the duration is…

Set Layer Visibility

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Description The Set Layer Visibility behavior will hide or show a selected layer when executed. This behavior will trigger an event immediately. Properties Trig…

Set Music Settings

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Description The Set Music Settings behavior will set the settings and properties of the music playing in the scene over a duration. Properties Triggers on Compl…

Set Time Scale

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Description The Set Time Scale behavior allows you to manipulate the projects time scale. Slow motion or speeding up effects can be created by adjusting the tim…

Show Layer

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Description The Show Layer behavior will make a hidden layer visible again. This behavior will trigger an event immediately. Properties Triggers Immediately Lay…

Stop Music

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Description The Stop Music behavior will stop the music that is currently playing in the scene. This behavior will trigger an event immediately. Properties Trig…

Trigger Ad

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Description The Trigger Ad behavior will launch a full screen interstitial ad while your scene is running. The type of ad displayed may be modified from the Ad…

Unload Scene

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Description The Unload Scene behavior will remove a preloaded scene from memory. Use this behavior after preloading to lower the memory usage of your project an…

Logic

Behaviors

Add Values

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Description Add 2 values together and output their sum. Properties Triggers Immediately This behavior has no other properties. Outputs Add Values Outputs the su…

Bitwise Operation

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Description Outputs the result of performing a bitwise operation on the operand s . Properties Triggers Immediately And Returns the result of performing a bitwi…

Boolean

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Description Outputs the result of performing a boolean or comparison operation on the operand s . Properties Triggers Immediately And Returns true if both opera…

Calculate Direction

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Description Calculates the vector between 2 objects. The vector goes from Object A to Object B. Properties Triggers Immediately Object A By default this is the…

Calculate Distance

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Description Calculate the distance between 2 objects. Note : The distance between objects will increase as the camera zooms out. This is because they are visual…

Clamp Value

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Description The Clamp Value behavior restricts a value between a specified minimum and maximum range. If the minimum value is larger than the maximum value, the…

Combine Text

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Description Combine two values and output it into a single text value. Properties Triggers Immediately Value A First part of the combined text. Add Space Add a…

Divide Values

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Description Divide a number by another number. This will output the quotient of the 2 numbers entered. Properties Triggers Immediately This behavior has no othe…

Execute Sequence

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Description Execute a set of behaviors sequentially or randomly. Every single time this behavior is triggered, only one of its outputs is executed. If the seque…

Get Array Count

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Description Get the number of values that are stored in the array. Properties Triggers Immediately Array Type Behaviour: Perform the function on an Array behavi…

Get Bounding Box

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Description Gets an object's axis aligned bounding box. An axis aligned bounding box is a rectangle that contains the object. Properties Triggers Immediately Th…

Get Time

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Description Get the real world time the moment this behavior is executed. Properties Triggers Immediately Input Time Get the current time, or a custom specified…

If

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Description Execute a task once a specified condition is met. Create an Else If by dragging another IF and snapping it to the right if the first IF. Properties…

Interpolate Value

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The Interpolate Value behavior returns a value between a start and end point using a specified easing tween. Property Description Tween How to interpolate betwe…

Is Intersecting

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Description A quick way to see if two shapes are intersecting. Properties Triggers Immediately This behavior has no other properties. Outputs Is Intersecting Ou…

Loop

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Description Loop through a range of numbers or a group of objects. Properties Triggers Repeatedly on Event Loop Style Select style of loop: choices are 'Repeat'…

Math Expression

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Description Calculate math expressions using placeholders and an array of values. Properties Triggers Immediately Expression A math expression. E.g 1 + 3. Use %…

Math Function

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Description Calculate the Sine, Cosine, Tangent, Arcsine, Arccosine, or Arctangent of a number. You can also calculate the absolute value, raise a number to an…

Maximum

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Description Outputs the maximum of two inputs. Properties Triggers Immediately This behavior has no other properties. Outputs Maximum Outputs the maximum of two…

Minimum

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Description Outputs the minimum of the two inputs. Properties Triggers Immediately This behavior has no other properties. Outputs Minimum Outputs the minimum of…

Modulus

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Description Divide a number by another number and get the remainder. This will output the remainder of the 2 numbers entered. Properties Triggers Immediately Th…

Multiply Values

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Description Multiply a number by another number. This will output the product of the 2 numbers entered. Properties Triggers Immediately This behavior has no oth…

Random Number

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Description Outputs a random number between the two inputs. If you enter a decimal number in any of the fields, it will output a number with a decimal, otherwis…

Round Number

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Description Turn any entered value into a whole number, or round it to a certain number of decimal places. Properties Triggers Immediately Round Type Round: Wil…

Sort Array

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Description Sorts the data stored in an array based on specified properties. Properties Triggers Immediately Array Type Behavior: Perform the function on an Arr…

Sort by Distance

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Description The Sort by Distance behavior outputs an array of object IDs that were sorted by distance. This is useful for tower defense games because it can be…

Square Root

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Description Find the Square Root of a positive value. If the value provided to this behaviour is negative, the result will always be zero. Properties Triggers I…

Subtract Values

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Description Subtract a number from another number. This will output the difference of the 2 numbers entered. Properties Triggers Immediately This behavior has n…

Text Length

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Description Calculate the number of characters in a text value. Properties Triggers Immediately Text The input text to calculate the length of. Outputs Length O…

Text Operation

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Description Outputs the result of performing a text operation on the operand s . Properties Triggers Immediately Matches Returns true if the first operand yield…

Trim Text

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Description Trim text to output a single text value. Properties Triggers Immediately Text The input text to be trimmed. Start The starting index for the trimmed…

UI

Behaviors

Add to Health Bar

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Description The Add to Health Bar behavior will increase your health bar by adding a value to the current percentage. You can also use negative numbers to decre…

Add to Life Indicator

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Description The Add to Life Indicator behavior will increase the number of "lives" represented by your life indicator. You can also use negative numbers to decr…

Add to Score

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Description The Add to Score behavior will turn a label into a score counter. It will increase or decrease your counter and update the label to show the new val…

Alert

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Description The Alert behavior will bring up an alert view and allow the user to enter text. It will trigger an event once the user presses OK , and will output…

Battery Status

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The Battery Status behavior outputs the information of the device's battery status. Output Field Description Battery Level The current charge level of the batte…

Count Down

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Description The Count Down behavior will turn a label into a count down timer. It will count down every second starting from a specified amount then trigger an…

Device Identifier

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The Device Identifier behavior outputs pertinent information of the device such as software version and device type. Output Field Description System Name The na…

Edit Text Event

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Description Triggers behaviors when a specified keyboard event is called while editing a Lebel from an Edit Text Field /documentation/edit text field behavior.…

Edit Text Field

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The Edit Text Field behavior opens the keyboard to edit a label on the scene. This behavior triggers when the keyboard has been closed. You can dismiss the keyb…

Get Health Bar

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Description The Get Health Bar behavior will return the current percentage of the selected health bar UI object. This behavior will trigger an event immediately…

Get Label

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Description The Get Label behavior will return any text from a label. This behavior will trigger an event immediately. Properties Triggers Immediately Object A…

Get Life Indicator

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Description The Get Life Indicator behavior will return the current number of lives for the selected Life Indicator UI object. This behavior will trigger an eve…

Indicator Event

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The Indicator Event behavior triggers on a specific event for a health bar or life indicator. When triggered, the behavior outputs the object ID, the current in…

Set Health Bar

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Description The Set Health Bar behavior will set, add or subtract progress on the health bar by a specified value. This behavior will trigger an event immediate…

Set Label

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Description The Set Label behavior will change the displayed text on a selected label. This behavior will trigger an event immediately when executed. Properties…

Set Life Indicator

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Description The Set Indicator behavior will set, add or subtract the number of displayed lives by a specified amount. This behavior will trigger an event immedi…

Text Bubble

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Description The Text Bubble behavior will show a text bubble on your object when executed. This behavior will trigger an event once the bubble has completed. Pr…

Tutorials

hyperPad App

Adding Currency and a Virtual Shop to Your Game

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If your game’s players have beaten or are starting to get bored of your game, building a shop for unlockable items or characters is a great way to build replay…

Adding In-App Purchases To Your Project

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This guide will demonstrate how to add in app purchases to your exported hyperPad project. Please check all the requirements below before proceeding. Requiremen…

Behavior Editor Rundown

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https://www.youtube.com/embed/NPi8ZZ RJOA

Creating an Interactive Book

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//www.youtube.com/embed/2Ej9nN2Pj0E Intro: This is a tutorial to teach you how to make a basic interactive book using hyperPad. By following this tutorial you w…

Grid-based Path Finding

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In this tutorial we will make a path finding simulation based on a 2 dimensional array grid. This will give us the basic idea in creating path finding activitie…

How to Create Artificial Intelligence for an Enemy Slime

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IMG 0139.TRIM.GIF https://documentation.hyperpad.com/hc/article attachments/29833865271572 https://code.org/api/hour/begin hyperpad enemyai.png Note: A complete…

How to Create a Player-attached Weapon

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Video 2019 07 11 3 38 47 PM.mov.gif https://documentation.hyperpad.com/hc/article attachments/29837170474388 In this tutorial we will be creating a weapon that…

How to Make Tappy Plane (Flappy Birds Clone)

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Introduction: Hello and welcome to the tutorial for creating your own "Flappy Birds" style game in hyperPad. Our version is slightly different, so we're calling…

How to Make a Pong Game - hyperPong

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Video 2019 07 31 5 25 47 PM.s.gif https://documentation.hyperpad.com/hc/article attachments/29834597306516 https://code.org/api/hour/begin hyperpad pong.png Not…

Introduction to Saving

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Saving is a vital component of many interactive apps you create. Understanding how saving works will allow you to create a much better experience for your users…

Main Editor Rundown

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//www.youtube.com/embed/pc naal16tk

Saving, Loading, and High Scores

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Often times you want to create a game where it remembers certain details about the previous time it was played. What you want to save depends heavily on the gam…

Setting up a Multiplayer Game with Socket.io

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z f2VkDQ.jpg https://documentation.hyperpad.com/hc/article attachments/29837451872404 Part 1: Introduction Preferred Prerequisites In this tutorial, we will be…

Physics

Behaviors

Air Resistance

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Description The Air Resistance behavior will override the selected objects Air Resistance. Air resistance can cause an object to slowdown when there is no longe…

Apply Force

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Description This behavior will apply a force to any point on a single object. This behavior will trigger an event immediately. Properties Triggers Immediately O…

Apply Torque

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Description The Apply Torque behavior will apply a twisting force to the center pivot point of the selected object. This behavior will trigger an event immediat…

Detach Object

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Description The Detach Object behavior will detach the selected objects when they have been physically attached using one of the other "attach" behaviors. This…

Get Gravity

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Description This behavior will get the current gravity acting on the scene or on a specific object. Once this behavior is triggered, you can then output the gra…

Get Physics Properties

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Description Get the mass, bounciness, friction, air resistance, physics mode and passable state of an object. When using multiple objects, this will get the tot…

Get Rotational Velocity

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Description Get the current rotational velocity of your selected object. This will cause your object to start rotating a specified speed. Properties Triggers Im…

Get Velocity

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Description Get the current velocity of an object. This will tell you how fast it is moving in meters per second. Properties Triggers Immediately Object A By de…

Ignore Collisions

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Description Completely ignore the collisions between two object or an object and a group of objects. This means that these objects will pass through each other…

Make Passable

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Description An object can no longer be collided with, allowing anything to pass through it. Properties Triggers Immediately Object A By default this is the curr…

Make Physics

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Description When an object is a physics object, it will be affected by other forces in the world. It will be affected by gravity, collisions, air resistance, et…

Make Scenery

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Description A scenery object has no physical attributes. It will not apply forces, nor will it be affected by forces. Properties Triggers Immediately Object A B…

Make Wall

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Description When an object is a wall object, it will not be affected by other forces in the world. It will only apply forces to other objects. Properties Trigge…

Pivot Attach

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Description The Pivot Attach behavior will create a pivot point between to objects. This allows your attached object to rotate freely. Think of this behaviour l…

Propel Object

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Description The Propel Object behavior will apply a force so that two selected objects move away from each other. This behavior will trigger an event immediatel…

Rope Attach

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Description The Rope Attach behavior will create visible or invisible rope and attach 2 selected objects. This behavior will trigger an event immediately. Prope…

Set Bounce

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Description Changes how bouncy an object is. Remember that both interacting objects need to have a bounce value. Eg. For a ball to bounce, the ball and ground b…

Set Friction

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Description Changes the friction of an object. Properties Triggers Immediately Object A By default this is the current object selected. You can change this to a…

Set Gravity

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Description Change the gravity being applied to the world or a specific object. Properties Triggers Immediately Object A By default this is the current object s…

Set Mass

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Description Changes how much mass an object has Properties Triggers Immediately Object A By default this is the current object selected. You can change this to…

Set Physics Mode

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Description Change the physics mode of an object. You can learn about the physics modes here /documentation/physics modes . Properties Triggers Immediately Obje…

Set Physics Property

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Description Change a physical property of an object. You can change an object's mass, bounciness, friction and air resistance or change an object to be passable…

Set Rotational Velocity

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Description Set or override the current rotational velocity of the selected object. This will cause your object to start rotating at the specified speed. Proper…

Set Velocity

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Description Set or override the current velocity of an object. Units are in meters per second. Properties Triggers Immediately Object A By default this is the c…

Spring Attach

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Description The Spring Attach behavior will attach two selected objects together with a spring. This behavior will Trigger an event immediately. Properties Trig…

Weld Attach

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Description The Weld Attach behavior will attach two selected objects together with a weld. Think of this as gluing two separate objects together. Each object i…

Analytics

hyperPad App

Behavior Editor

hyperPad App

Getting Started

Publishing

Custom

Behaviors

Array

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Description An Array is a collection of ordered values. When outputting an array, it is formatted as JSON so you can use it with various Networking behaviors. P…

Authenticate OAuth

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Description Gets an OAuth 2.0 authentication token from an OAuth provider to be used to authenticate an HTTP Request /documentation/http request or a Socket Con…

Behavior Bundle

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Description Create a bundle of one or more behaviors. Connected behaviors will execute in order from left to right. Use this to force your behaviors to execute…

Behaviour Off

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Description Disable an active behaviour on your screen and stop it from executing. Properties Triggers Immediately Select Behaviour Select any other behaviour y…

Behaviour On

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Description Enable any disabled behaviour on your screen and cause it to execute immediately. Properties Triggers Immediately Select Behaviour Select any other…

Box Container

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Description Used to store information from other behaviors. You can store numbers or text. If you mix numbers and text it will store both as text only. Properti…

Broadcast Message

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Description Broadcast a value to all Receive Message /documentation/receive message behaviors that are listening to the event or all Receive Message behaviors i…

Clipboard

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Description The Clipboard behavior will copy or paste contents from the clipboard upon execution. Note that when pasting content from other apps, iOS may ask yo…

Comment

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Description This behavior does nothing. It simply lives in your behaviours to describe some game logic. Properties Triggers Immediately This behavior has no oth…

Connect to Socket

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Description Connect, disconnect or reconnect to a socket.io server. You can also Join and leave a namespace using this behavior. This will trigger any connected…

Delete from File

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Description Deletes a key with it's associated value from file so it can be forgotten. Properties Triggers Immediately Key Type Allows you to select an existing…

Dictionary

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Description A Dictionary is a collection of Keys and Values, where key is like a word and value is like a definition. Use this behaviour when you need a conveni…

Emit to Socket

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Description Tells the Socket.io Client /documentation/socket io client to send data to the server. Properties Triggers on Completion Socket Behaviour The Socket…

Execute Behaviour

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Description Allow you to execute a behaviour only if it is enabled. Properties Triggers Immediately Behaviour The behaviour you would like to execute. Outputs T…

Frame Event

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Description The Frame Event behavior triggers an event when a specified frame event occurs. This behavior allows for frame perfect executions. Properties Trigge…

Get Array Value

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Description Get a value from an Array /documentation/array . Properties Triggers Immediately Array Type Behavior: Perform the function on an Array behavior. Val…

Get Dictionary Value

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Description Get a value from a Dictionary /documentation/dictionary using a specified key. Properties Triggers Immediately Dictionary Type Behavior: Perform the…

Get OAuth Credentials

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Description After you have successfully received an OAuth Token with the Authenticate OAuth Behaviour, use this behavior to get the access token without having…

Get Socket Status

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Description Get the connection status of a Socket.io Client /documentation/socket io client . Properties Triggers Immediately This behavior has no other propert…

HTTP Request

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Description Send and receive data to a server using the HTTP protocol. Properties Triggers on Completion URL The URL of the server. URL Parameters The key value…

Load Image

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Description Load an image from a source to be used as in different graphic behaviors. Properties Triggers on Completion Load Type Select a source to load the im…

Load from File

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Description Loads a saved value from file with a supplied key. Properties Triggers Immediately Key Type Allows you to load a value from an existing key, or crea…

Modify Array

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Description Lets you modify an Array /documentation/array by perpending, inserting, appending, swapping or deleting the values in the array. Properties Triggers…

Modify Dictionary

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Description Set a value on a Dictionary /documentation/dictionary using a specified key. If the key already exists, it will overwrite the value with the new one…

Modify Save File

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Description Modify the contents of the project save file. You can use this to save progress that persists after the player leaves and comes back. Properties Tri…

Open URL

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Description Opens a URL in a Web View popup, or in Safari. Properties Triggers Immediately Browser Type The presentation style for the URL. Choosing 'Web View F…

Post to Facebook

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Description Get your players to brag about your project Word of mouth is one of the best ways to get people to play your project. Triggers an event when success…

Receive Message

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Description Listens for messages emitted by Broadcast Message /documentation/broadcast message behaviors. Properties Triggers Once on Event Event Key This is th…

Remove OAuth Credentials

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Description After you are done with using the Get OAuth Credentials /documentation/get oauth credentials behavior, use this behavior to forget the securely stor…

Save to File

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Description Saves a value to file to be used later. It is used with the Load From File Behaviour. Properties Triggers Immediately Key Type Allows you to select…

Set Behavior State

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Description Perform an action on a behavior during runtime. You can disable, enable, toggle or execute a behavior. Properties Triggers Immediately Behavior This…

Share

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Description The Share behavior allows users to share content to social media this is a great way to get your players to brag about your projects and get others…

Socket Event

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Description Triggers when the Socket.io Client /documentation/socket io client receives a message from the Socket.io server. Properties Triggers Once on Event S…

Socket.io Client

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Description A Socket.io Client. All socket behaviors will need a client to perform operations with since this behavior is the gate keeper to your server. It sto…

Timer

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Description Will trigger an event on every step of the timer. Avoid having too many timers triggering at 0 seconds. This could impact the performance of your ru…

Track Event

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Description Tracks an analytic event to GameAnalytics and Firebase Google analytics on exported projects. GameAnalytics keys must be set in Global Properties fo…

Tweet

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Description Get your players to brag about your game Word of mouth is one of the best ways to get people to play your game. Triggers an event when successfully…

Value

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Description You can use this behavior to store information like numbers and text. Unlike Box Containers /documentation/box container , you must use this behavio…

Wait

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Description Will wait a specified time before triggering an event. Properties Triggers after a Delay Time This value is the time to wait before the event trigge…

Main Editor

hyperPad App

Asset Library

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The Asset Library allows you to access, import, and organize all your project assets. By default a UI folder automatically created containing some UI assets to…

Canvas

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The canvas is an infinite area where you place your objects so they exist within your scene. There are 2 areas on the canvas. The Visible Screen Space and the O…

Color Blending

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Color Blending will change the appearance of your object based on its color and the color of the object behind it. Changing the color blending mode can give you…

Color Chooser

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The color chooser is what you will use anytime you’re dealing with colors. It will come up when you need to set a background color or change the objects tint. h…

Global Physics Properties

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These properties can be found in the Physics tab of Global Properties and take effect in every scene in the project. For information on general global propertie…

Global Properties

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The Global Properties allow you to change project wide settings. When you select the Global Properties from the Top Tool Bar /documentation/tool bar the hyperPa…

Interface Overview

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This article briefly breaks down the main areas of the hyperPad editor. You can read more about each component in the help documentation. https://documentation.…

Multiple Screen Sizes and Devices

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With hyperPad you can create your project for multiple devices and screen sizes. When it comes to supporting different devices there are two types of projects,…

Object Attributes

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Attributes are values stored on each object to be accessed later. For example, if you want to keep track of the health of each enemy in your game you can create…

Object Dock

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Recently Used Objects The Object dock shows 5 of the most added used objects, and also add special objects, and import assets. To add an object to your scene, s…

Object Physics Properties

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The Physics Properties tab in the Object Properties allow you to quickly adjust various physics settings of your object. https://documentation.hyperpad.com/hc/e…

Object Properties

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When selecting an object with one of the selection tools /documentation/tool palette "Selection Tools" , you can view and modify the objects properties. The Obj…

Object Tags

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Tags can be used to reference multiple objects when creating your behaviours. For example, you can move all your clouds at once by applying the “Move To” behavi…

Prefabs and Templates

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Prefabs and templates allow users to reuse objects and share behavior logic across scenes in a project. Users also have the ability to export prefab and templat…

Project Menu

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The Project menu is where you can view your scenes, overlays, and exit the editor. To open the Project Menu, pressing the hyperPad Menu button in the corner. ht…

Splash Screens

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You can access splash screen options in Global Properties /documentation/global properties . The splash screen appears when launching a project before starting…

Tool Bar

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The tool bar holds many of the menus, tools, and overlays. This article will give you an overview of each button. https://documentation.hyperpad.com/hc/article…

Tool Palette

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The Tool Palette includes the necessary tools to modify and interact with objects in your scene. https://documentation.hyperpad.com/hc/article attachments/29837…

Transform

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The Transform Tab allows you to fine tune the position, rotation, scale, order and the flip. You will also have the ability to change the scale and rotation fro…

Scenes

hyperPad App

Screen

Behaviors

Conforms to Screen

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Description The Conforms to Screen behavior will create boundaries around your visible screen space so your specified object can't go past them. Note that scene…

Get Screen

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Description The Get Screen behavior will retrieve the screen properties including the position, size, zoom and aspect ratio. You can then output this to use wit…

Hit Screen Edge

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Description The Hit Screen Edge behavior will trigger an event as soon as your selected object has collided with the top, left, bottom, or right sides of the sc…

Move Screen

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Description The Move Screen behavior will move the camera visible screen space /documentation/canvas to any direction by a specified number of meters. This beha…

Rotate Screen

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Description The Rotate Screen behavior will rotate the visible screen space to your specified angle. This behavior will trigger an event once the screen has fin…

Screen Follow

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Description The Screen Follow behavior will move the camera visible screen space /documentation/canvas to follow a specified object so it always stays on screen…

Screen to Object

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Description The Screen to Object behavior will cause the screen visible screen space /documentation/canvas to move to the specified object so it centered on the…

Screen to Point

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Description The Screen to Point behavior will cause the screen visible screen space /documentation/canvas to move to the specified point in your scene. This beh…

Shake Screen

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Description The Shake Screen behavior will shake the screen by a specified amount when executed. This behavior will Trigger an event when the screen has stopped…

Wrap Around Screen

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Description The Wrap Around Screen behavior will allow your object to come from the opposite side of the screen when it leaves the screen space after it reaches…

Zoom Screen

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Description The Zoom Screen behavior will change the screen zoom level by a specified amount when executed. This behavior will Trigger an event when the screen…

Interaction

Behaviors

Drag & Drop

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Description The Drag & Drop behavior will allow you to "pick up" the selected object and move it any where with your finger. This behavior overrides the phy…

Dragged Finger

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Description The Dragged Finger behavior is used to check if you have dragged your finger over an object. This behavior will Trigger an event once when you drag…

Get Mouse Position

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The Get Mouse Position behavior gets the current or last known position of the mouse cursor in screen coordinate space. > ⚠️ Warning : This feature is only f…

Joystick Controlled

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Description The Joystick Controlled behavior will allow you to control and move any physics object using an on screen joystick. If there is no joystick in your…

Joystick Down

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Description The Joystick Down behavior is an advanced behavior that will output the Y value of the joystick position, and trigger an event when the joystick is…

Joystick Input

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Description The Joystick Input behavior is an advanced behavior that will output the X and Y value of the joystick position. You can use this to create advanced…

Joystick Left

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Description The Joystick Left behavior is an advanced behavior that will output the X value of the joystick position, and trigger an event when the joystick is…

Joystick Right

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Description The Joystick Left behavior is an advanced behavior that will output the X value of the joystick position, and trigger an event when the joystick is…

Joystick Up

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Description The Joystick Up behavior is an advanced behavior that will output the Y value of the joystick position, and trigger an event when the joystick is mo…

Jump with Button

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Description The Jump with Button behavior will allow you to make any physics object jump using an on screen button. If there is no button in your scene, the beh…

Keyboard Event

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The Keyboard Event behavior listens for input from an external hardware keyboard and triggers other behaviors when a specified event occurs. This can be used to…

Keyboard Shortcut

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The Keyboard Shortcut behavior creates a user defined shortcut in the project and triggers behaviors when the shortcut is triggered with an external hardware ke…

Set Cursor Style

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The Set Cursor Style behavior changes the appearance of the mouse pointer. > ⚠️ Warning : This feature is only fully supported on iOS 15.0 and above. Style T…

Shoot with Button

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Description The Shoot with Button behavior will allow you to make any object shoot a projectile using an on screen button. If there is no button in your scene,…

Started Touching

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Description Trigger an event as soon as you touch an object. It is only called Once as soon as you touch. Properties Triggers Once on Event Object A This is the…

Stopped Touching

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Description Trigger an event as soon as you stop touching an object. It is only called once as soon as you release your finger from the screen. Properties Trigg…

Swipe Down

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Description The Swipe Down behavior is an advanced behavior used to check if you have swiped your finger downward on an object. This behavior will Trigger an ev…

Swipe Gesture

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Description Trigger an event when your finger swipes on a specified object or the screen. This behavior will trigger an event once a swipe has been detected. Pr…

Swipe Left

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Description The Swipe Left behavior is an advanced behavior used to check if you have swiped your finger towards the left of the screen on an object. This behav…

Swipe Right

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Description The Swipe Right behavior is an advanced behavior used to check if you have swiped your finger towards the right of the screen on an object. This beh…

Swipe Up

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Description The Swipe Up behavior is an advanced behavior used to check if you have swiped your finger upwards on an object. This behavior will Trigger an event…

Tilt Controlled

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Description The Tilt Controlled behavior will allow you to control and move any physics object by tilting the device. This behavior contains predefined properti…

Tilt Down

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Description The Tilt Down behavior is an advanced behavior that will output how far down you have tilted your device. You can use this to create advanced input…

Tilt Left

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Description The Tilt Left behavior is an advanced behavior that will output how far to the left you have tilted your device. You can use this to create advanced…

Tilt Right

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Description The Tilt Right behavior is an advanced behavior that will output how far to the right you have tilted your device. You can use this to create advanc…

Tilt Sensor

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Description The Tilt Sensor behavior is an advanced behavior that will output the X and Y value of the tilted device. You can use this to create advanced input…

Tilt Up

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Description The Tilt Up behavior is an advanced behavior that will output how forward you have tilted your device. You can use this to create advanced input con…

While Touching

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Description Trigger an event while your finger is touching an object. The triggered event is called repeatedly until you release your finger from the screen. Pr…

Transform

Behaviors

Falling State

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Description The Falling State behavior will "watch" a selected object and trigger an event when the selected object is in a specific falling state. Properties O…

Get Color

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Description The Get Color behavior will retrieve the color of the object. You can then output this to use with other behaviors. Note that this returns the objec…

Get Graphic Flip

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Description The Get Graphic Flip behavior gets the current X and Y orientation of the object's graphic. This tells you which way the object is facing. This beha…

Get Position

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Description The Get Position behavior returns the current position for the selected object. This will return X and Y coordinates of where your object is in your…

Get Rotation

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Description The Get Rotation behavior returns the current angle of the selected object in degrees. This behavior will trigger an event immediately. Properties T…

Get Scale

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Description The Get Scale behavior returns the scale of the selected object with the unit specified. This behavior will trigger an event immediately. Properties…

Get Skew

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Description The Get Skew behavior returns the skew degrees of the selected object. This behavior will trigger an event immediately. Properties Triggers Immediat…

Get Z Order

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Description The Get Z Order behavior returns the current Z Order index for the selected object. This will return a numerical value relating to the position in f…

Hide Graphic

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Description The Hide Graphic behavior will make the selected object invisible. The selected object is still active in your scene, all behavior continue to run a…

Lock Rotation

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Description The Lock Rotation behavior will prevent the selected object from rotating in your scene. This behavior will work on scenery, wall, and physics objec…

Move By

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Description The Move By behavior will move the selected object by a specified amount. This behavior will trigger an event when it has completed running. Propert…

Move to Layer

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Description The Move to Layer behavior will move your selected object to another layer in your scene. Remember, objects on different layers can not collide with…

Move to Object

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Description The Move to Object behavior will move the selected object Object A to another specified object in your scene Object B . Note that you can offset the…

Move to Point

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Description The Move to Point behavior will move the selected object to a specific X and Y location in your world scene , or on your screen.. This behavior will…

Moving State

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Description The Moving State behavior will "watch" a selected object and trigger an event when the object is in a specific moving state. Properties Triggers Onc…

Rotate By

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Description The Rotate By behavior will rotate the selected object by a specified angle. This behavior will Trigger an event on completion. Properties Triggers…

Rotate to Angle

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Description The Rotate to Angle behavior will rotate the selected object to a specified angle. This behavior will trigger an event on completion. Properties Tri…

Rotate to Object

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Description The Rotate to Object behavior will rotate the selected object to face another selected object. This behavior will trigger an event on completion. Pr…

Scale By

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Description The Scale By behavior will scale your object by a certain percentage or amount. The default scale of an object is 100% returns the scale percentage…

Scale To

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Description The Scale By behavior will scale your object by a certain percentage. The default scale of an object is 100% returns the scale percentage of the sel…

Set Blending Mode

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Description The Set Blending Mode behavior will change the graphic blending mode /documentation/color blending of your object. This will change how the graphic…

Set Color

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Description The Set Color behavior will change the color of your object. This will will essentially tint the color of your existing graphic. So if your graphic…

Set Graphic

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Description The Set Graphic behavior will change the graphic of a selected object to another desired graphic asset. Note that this does not affect the objects c…

Set Graphic Flip

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Description The Set Graphic Flip behavior will flip an objects graphic. Note that this does not affect an objects collision, if you need to flip the actual obje…

Set Visibility

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Description The Set Visibility behavior will hide or show the selected object. Hidden objects are still active in your scene, all behaviors continue to run and…

Set Z Order

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Description The Set Z Order behavior will move your selected object in front or behind an object on the same layer. Objects with higher z order Z index will app…

Show Graphic

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Description The Show Graphic behavior will make an object that was previously hidden using the Hide Graphic /documentation/hide graphic behavior visible again.…

Skew By

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Description The Skew By behavior will scale your object by a specified degree. This behavior will trigger an event on completion. Note : This will only work wit…

Skew To

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Description The Skew To behavior will scale your object to a specified degree. This behavior will trigger an event on completion. Note : This will only work wit…

Started Falling

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Description The Started Falling behavior will "watch" a selected object and trigger an event as soon as the selected object has entered a falling state. A falli…

Stopped Falling

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Description The Stopped Falling behavior will "watch" a selected object and trigger an event as soon as the selected object has stopped falling. A stopped falli…

Stopped Moving

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Description The Stopped Moving behavior will "watch" a selected object and trigger an event as soon as the object has stopped moving. Properties Triggers Once o…

While Moving

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Description The While Moving behavior will "watch" a selected object and repeatedly triggers an event while the selected object is moving in any direction. Prop…

Complete Guide - Creating a Platform Game

Getting Started

FX

Behaviors

Pause Animation

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Description The Pause Animation behavior will pause the selected objects animation at the last frame before this behavior was executed. To resume the animation…

Play Animation

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Description The Play Animation behavior will allow your selected object to play a keyframe animation cycle. You can select a pre made animation cycle, or create…

Play Sound

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Description The Play Sound behavior will play a sound effect when triggered. This is perfect for short sounds and shouldn't be used for music. If you want to pl…

Resume Animation

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Description The Resume Animation behavior will continue playing the animation that was paused using the Pause Animation /documentation/pause animation behavior.…

Set Animation State

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Description The Set Animation State behavior will allow you to control a running animation on a graphic. This behavior will trigger an event immediately. Proper…

Set Sound Settings

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Description The Set Sound Settings behavior will instantly change the properties of a sound effect when triggered. This behavior will trigger other behaviors im…

Start Particles

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Description The Start Particles behavior will start and play a selected particle effect on top of your object. If you need to stop the particle from playing you…

Start Trail

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Description The Start Trail behavior will emit a trail effect from an object. When you want this effect to stop, you can disable it via Set /documentation/set b…

Stop All Sound Effects

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Description The Stop All Sound Effects behavior will stop all sound effects currently being played. Note that this will not stop music, it will only stop sounds…

Stop Animation

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Description The Stop Animation behavior will stop the playing animation on a selected object. This behavior will trigger an event immediately. Properties Trigge…

Stop Visual Effects

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Description The Stop Visual Effects behavior forcefully stops all particles or trails for an object. If you want to stop one specific particle or trail, disable…