Pop the lock

Made by: Murtaza developer hyperPad admin


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Simple clone of the App Store hit, pop the lock.
Features unlimited levels and saving your score.

All the logic is on the empty object on the "button" layer.


Last Updated: June 14, 2016

Fixed bug where it would load an empty value right when game starts. The game now uses the new save and load behaviors instead.



June 17, 2016

The load screen option disappeared.

June 14, 2016

I think this game broke. Do you want to check it out?

June 14, 2016

Thanks. Should be fixed now :)

April 05, 2016

Here is some feedback: make the first few levels go slowly, and make the highest levels very fast.

April 05, 2016

Love the game, there is even a game exactly like that on the programming language Hopscotch!!! Same look, same game. Love it!!!

June 14, 2016

What is your account name on hopscotch? I used to play hopscotch and still look at it once in a while!

February 19, 2016

I need advice,I have a game that I'm working on.Should I upload it and update it with new levels,or should I complete the whole thing,then upload it?

February 20, 2016

Well, if you have enough of your game that people can comment on and give you feedback, then it may be worth uploading now. This way you can improve your game based on user feedback.

You should avoid sharing a game that's too early. So make sure there is some purpose, and something to show. Game that are shared too early often get dislikes, and you can get a reputation of sharing poor quality games.

Also, for the future can you ask these kinds of questions through the personal support form on the LEARN tab of hyperPad? The comments are only to be used to give feedback, or ask a question relating to the shared project.

February 05, 2016

If you have a load value and you load a saved value, then it would naturally load the value. But, if the value was never actually saved in the first place, would it still load? In my project, I discovered this major bug and if it works this way then I would be able to fix the bug. But I'm doing a lot of guesswork when it comes to this, so I'm hoping you could tell me a bit about this.

Would where the behaviors are located change how it works, too? It seemed to work when the behaviors were in different objects but it doesn't seem to be working when they're in the same object.

Please let me know as soon as possible. Right now my project is absolutely dependent on this.

Thanks, Michael

February 06, 2016

If you try to load a value that hasn't saved yet, it will load a blank piece of text. If you try to put this value into a math behaviour like Add Values, it will be "0".

I'm not too sure what you mean in your second question. Load will work the same across all objects.

February 06, 2016

Also, for help on specific problems, it's best to use the Personal support form in the LEARN tab of hyperPad. You'll get a reply sooner, and we can go in more detail easier.

February 06, 2016

Ok thanks, I've used the learn tab before. This is really going to help because I had this really frequent glitch and using this I could easily stop it.

February 06, 2016

I sort of assumed that if the load values were close enough to the save value, Hyperpad would pinpoint the saved value

February 03, 2016

This is fun, but at the same time bit of an rage game.

January 17, 2016

I was wondering about saving progress. So, I've played this game and Robo Fighter and they both save my progress. I've looked at the behaviors for this game. I understand that you have to save the players progress yourself, but what actually saves? I noticed that you used a lot of save values and load values. That is probably for saving. But what about stuff like global objects? It would be very helpful if I knew everything that saves, so that after pressing the go screen on the menu they get sent to the right place.

January 17, 2016

The Save behaviours only save a single value.. So this can be a word, a letter, number.. what ever. But it doesn't save objects, or any thing else. So depending on your game you really need to figure out what you want to save, and when to load it.

In this game, every time you beat a level I increase the number, then save that number. Then when the game starts, I simply load the save, and change the level label to be that loaded value.

This game, saving is fairly simple.. Since you're only saving one number (the level).

But say you needed to save an objects position. This is where it gets tricky. A position has an X and a Y value. So what you would do use the behaviours of getting the objects position. Then save each X and Y value in their own save behaviours. Then when loading, use a load value for each, then move to point behaviour and move your object to that loaded position.... Actually, Now that we have "Combine Text" and "Trim Text" behaviours, you can probably get away with using a single save behaviour to save multiple values.. But this gets a little more tricky.

Overall, saving is a hard concept because you need to think about what you're saving, and when to load it. You need to start thinking as saving form a game developer mindset, and not a gamers mind. Traditionally when you're playing a game, and it saves you think it's actually saving every object, graphic etc and you're just loading like nothing happened.. But really it's a very complicated process and everything needs to be saved manually.

January 17, 2016

Thanks, I'm currently working on a platformer so I have to save high scores and levels. Also, on Tiles I'll be using saving to spice up my game like you said.

January 17, 2016

Saving highscore and level is fairly easy. Just save at the right time. So with high score you need to make sure IF your current score is higher than the previous (loaded) score. IF true, then save. Make sure you only save when you win/lose. You don't want to save everytime you get a point, that's just unnecessary.

Saving levels is similar. When you win/lose save the level you finished(or the next level.. depends on how you make your game). Then right when your game starts, load this number. Then change the scene to the correct level that matches your number.

January 17, 2016

Thanks, I was using a global UI invisible number so I'll do that for the levels, and just save the number. I'll definitely use the highscore trick, though. That's how I thought it worked, but now I know that I have to save the value. I'll ask you if anything :D

December 27, 2015

Murtaza, I found a teeny glitch. When I finished level 5 a dot popped up for a second then the next level loaded.

December 19, 2015

Sorry, I've been having trouble and I haven't necessarily picked up the concepts of all the behavior sections yet. Can you tell me how to save your progress throughout stages and how to use the logic behavior section in the game. I'm almost there, but not quite. Thanks.

December 19, 2015

Use the save/ load behaviours.

In this game, every time you beat the level it triggers the save behaviour which saves the number of the current level your on.

Then when the game starts, use the load behaviour to load the value you saved, then change the level label to that loaded value.

December 20, 2015


December 12, 2015

Sorry murtaza, but I can't star at conversation so here I go. How do I make a picture the size for an icon?

December 12, 2015

Sorry start not star

December 13, 2015

If you require help, or have a question on how to use hyperpad or the hub, then please use the personal support form in the learn tab of hyperpad!

You will need an app that allows you to create custom sized images. A lot of our users use the app Sprite something or sketch club. Remember your icon must be 1024x1024 pixels.

December 29, 2015

Thanks, I'll make sure I use the support

February 13, 2016

I use a cool image resizer, I make a square image with PixArtist, then I resize the image and bam!

December 07, 2015

Amazingly addictive and very smart game. Job greatly done!

November 15, 2015

This game is hard try to make the dot bigger on level 1 but smaller on level 10

November 15, 2015

This is a clone inspired by "Pop the Lock" in the app store. I duplicated the game play so it matches the App Store version, I did not make changes so it can be used as an example.

November 14, 2015

uhh this game is cute! 🙂

November 14, 2015

I've never played the App Store version of this game, but by what you've created here, I'm guessing it's equally as addictive. Loved this game, both a great game and example. Well done! I'm sure many Hyperpad users will gain lots of new knowledge about gamemaking by branching this and no doubt expand their game creating abilities.

November 13, 2015

Is this valid for the one button challenge? If so, can I make a space invaders game for the one button challenge that uses the original graphics!

November 13, 2015

I meant "?" Not "!"

November 13, 2015

It's more of an example. But go ahead, make a space invaders game if you can. But the graphics must be made by you. That's one of the rules.

Keep in mind this is a challenge, not a contest. The whole point here is to challenge your self and push your abilities. The spirit of these (ongoing) challenge is to become a better game designer, and become better with hyperPad.

November 13, 2015

Okay, I thought copying an existing game would be cheating. And it is kind of a contest because the winner gets on featured (cheating like what wazk did wouldn't occur if there wasn't some kind of competition).

November 13, 2015

Ideally, you would make some changes. Again this is more of an example of a one button game, not an entry. Though I'll probably be featuring it any ways, this way users can see how it was made and get a better understanding of hyperPad. It's also listed as a Sample Game on the Learn tab.

November 14, 2015

Ah, that makes more sense. I was working on a dungeon game, but I've decided that I'm not going to enter it into the one button challenge because I won't finish it in time to be good enough, and it doesn't feel right for one button (right now to attack you have to quadruple tap and hold, moving is double tap to start rotating, tap again to stop rotating and move in that direction, etc.)

November 13, 2015

No!!!! I was going to make this game!!!! :D Game stolen. Nice job on it though....I guess. :)

November 13, 2015

Great game. I think the first levels are a bit hard. You could expand the dot or make the dial go slower for the first couple levels. I love the simplicity.

November 13, 2015

I tried to keep it true to the original that's in the App Store. This is mainly just an example that you can make a hit App Store game on hyperPad very quickly.