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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Description Outputs the maximum of two inputs. Properties Triggers Immediately This behavior has no other properties. Outputs Maximum Outputs the maximum of two…
Minimum
Description Outputs the minimum of the two inputs. Properties Triggers Immediately This behavior has no other properties. Outputs Minimum Outputs the minimum of…
Modulus
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
https://www.youtube.com/embed/NPi8ZZ RJOA
Creating an Interactive Book
//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
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
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
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)
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
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
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
//www.youtube.com/embed/pc naal16tk
Saving, Loading, and High Scores
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Analyzing the Data
When logging into GameAnalytics, we are presented with the games we are tracking. Tap on your game to see all the data we've collected. Before we continue, it s…
Entering the Tracking Keys
To start tracking data, we are going to have to enter the Game Key and Secret Key from your game's analytics profile into hyperPad. To do this, we need to go in…
Setting Up GameAnalytics
The first thing we’re going to do is sign into GameAnalytics https://gameanalytics.com/ . Just hit the Login button if you already have a GameAnalytics account,…
Tracking Data
What to Track In this example, we want to see if any interactive objects are being ignored. We can track an event to see if anyone will touch the coin in our sc…
Behavior Editor
hyperPad App
Applying Behaviors to Tagged Objects
When you select a tag from a behavior's properties, that behavior now affects all objects that share the same tag. For example, if you select a tag on an event…
Behavior Interface Overview
This is an overview of the different features of the Behavior Editor. https://documentation.hyperpad.com/hc/article attachments/29837310550548 Behavior Categori…
Behavior Properties
The Behavior Properties will appear once a behavior is selected and will allow you to change its configuration. https://documentation.hyperpad.com/hc/article at…
Selecting Interacting Objects
When selecting an interactive object from the Behavior Properties /documentation/behavior properties , an object selection screen shows up. https://documentatio…
Sharing Values Between Behaviors
Some behaviors can output values for you to use with other behaviors. When you tap on any behavior, you will notice some behaviors have a little circle with an…
Storing Values
Box Containers With hyperPad you can store values and data using "Box Containers". Box Containers are similar to variables found in traditional programming lang…
Getting Started
Publishing
Archive App and Submit to Apple
In the last article, you learned how to add icons to your project and change the display name /documentation/setting up the build information . In this last tut…
Create a Distribution Provisioning Profile
In the last article /documentation/create an app id , you learned how to create an App ID from the Developer Member Center. Now we're going to use that App ID t…
Create a new App on iTunes Connect
So far you've created an App ID /documentation/create an app id , generated a Distribution Certificate and a Provisioning Profile /documentation/create a distri…
Create an App ID
In the Introduction /documentation/introduction , you saw that there are five steps on submitting an app to the App Store. The first step is to create an App ID…
Introduction
You’ve created your app and now are ready to submit your project to the Apple App Store to start earning revenue This Getting Started guide is going to walk you…
Setting up the Build Information
In the last article, you created an app record on iTunes Connect /documentation/create a new app on itunes connect . You're almost at the point where you can su…
Custom
Behaviors
Array
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
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
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
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
Description Enable any disabled behaviour on your screen and cause it to execute immediately. Properties Triggers Immediately Select Behaviour Select any other…
Box Container
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
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
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
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
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
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
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
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
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
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
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
Description Get a value from a Dictionary /documentation/dictionary using a specified key. Properties Triggers Immediately Dictionary Type Behavior: Perform the…
Get OAuth Credentials
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
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
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
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
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
Description Lets you modify an Array /documentation/array by perpending, inserting, appending, swapping or deleting the values in the array. Properties Triggers…
Modify Dictionary
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
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
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
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
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
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
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
Description Perform an action on a behavior during runtime. You can disable, enable, toggle or execute a behavior. Properties Triggers Immediately Behavior This…
Share
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
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
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
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
Description Tracks an analytic event to GameAnalytics and Firebase Google analytics on exported projects. GameAnalytics keys must be set in Global Properties fo…
Tweet
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
You can access splash screen options in Global Properties /documentation/global properties . The splash screen appears when launching a project before starting…
Tool Bar
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
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
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
Backgrounds
There are a few different ways you can set a background for your scene. This tutorial will go over the 2 most common ways. The easiest way is to use the built i…
Layers
hyperPad supports multiple layers. A layer is simply one set of objects stacked on top of another. This lets you work on one set of objects without affecting th…
Overlays
Overlays are a special type of scene with a transparent background that can be placed over a running scene. https://documentation.hyperpad.com/hc/article attach…
Preloading a Scene or Overlay
Playing a scene or overlay can sometimes a little while to load depending on the number of objects or behaviours. With preloading, you can make loading a scene…
Scenes
Scenes contain all the objects for your app and are a great way to organize the different parts that make up your app. For example, you can use a new scene for…
Screen
Behaviors
Conforms to Screen
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Part 1: Creating your first Project
This complete guide will walk you through the steps needed to create a simple platformer using premade content, so that you can find your way around the interfa…
Part 2: Importing your assets
Now that you have created your project, it's time to start importing your assets and putting your first game together. For this guide, we'll use free assets fro…
Part 3: Creating your first level
Introduction: In part 2, you learned how to import assets from the hyperPad Asset Shop. Now we're going to use those assets, and build the first level for our g…
Part 4: Creating your player
In Part 3 you learned how to create your first level. In this tutorial, we'll start turning our empty level into a game. A Platformer is a game like Mario. Typi…
Part 5: Adding coins and points
Introduction With Part 4 completed, you should now have a level and a playable character to run and jump around. Now we need to give our player a purpose. For t…
Part 6: Adding enemies
Introduction Now that you have collectable coins in your game, it's time to add some obstacles to create a challenge for the player. This part of the guide buil…
Particle Editor
hyperPad App
FX
Behaviors
Pause Animation
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
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
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
Description The Resume Animation behavior will continue playing the animation that was paused using the Pause Animation /documentation/pause animation behavior.…
Set Animation State
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
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
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
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
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
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
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…
Content Management
hyperPad App
Serving Advertisements
You can serve advertisements in your exported hyperPad projects to earn revenue. First, you'll need to sign up for Google AdMob . If you are already signed up,…
Setting Content Rating
Specifying the proper content rating and target audience is necessary to comply with regulations around the world, especially if you want to export your hyperPa…

