Just put up a project called “Spot Nessie” for this. It’s a whackamole type game.
Have fun!
Posts made by mc games

RE: Historical Authenticity Contest

Augmented Reality with Hyperpad?
Any plans on bringing AR capabilities (possibly via Apple's ARKit?) into Hyperpad?
Would be pretty cool! 
RE: A few questions
I was playing with a snaketype game a while ago. Actually it was a bookworm eating books. I just uploaded it to the hub, it’s called BookWorm, and is branchable.
The worm is formed by a chain of body segments (circles) and a head segment. Rather than moving all of the segments around, an illusion of movement is created by moving the head segment forward, adding a new body segment where the head was, and deleting the last (tail) segment. For this game, the worm only moves left, right, up, or down. Getting movement in any direction like the snakes in Slither would take a bit more work!
Hope this helps.

RE: hyperPad Games in the App Store
My first (and only so far) game on the App Store:
https://itunes.apple.com/us/app/zombiesmashlastlight/id1227261053?mt=8

Zombie Smash now on the App Store!
It's called Zombie Smash: Last Light. (Zombie Smash name had already been used). Available for iPhone and iPad.
Check it out:
https://appsto.re/us/9rOjjb.i 
RE: Tutorial: how to map a 2dimensional grid structure/matrix to a 1dimensional array and back again
@Jack8680 Ahh, arrays within arrays, thanks. This opens up all kinds of possibilities.

RE: Tutorial: how to map a 2dimensional grid structure/matrix to a 1dimensional array and back again
@Jack8680 I must be missing something. As far as I understand, the Array behavior in Hyperpad generates a collection of ordered values, hence a 1dimensional array: Array(i).
How does one create a 2dimensional array: Array(i,j)? 
Tutorial: how to map a 2dimensional grid structure/matrix to a 1dimensional array and back again
Not sure if this is the best place to post this. Maybe we need a Tutorial section on the forum.
Hyperpad now has array behaviors (yay!), but we’re limited to 1dimensional arrays. One can do quite a bit with 1dimensional arrays, but for some things, like gridbased games, 2dimensional arrays would be ideal. For example, in a game like Battleship, 2dimensional arrays would be ideal for keeping track of ship locations and the coordinates of hits and misses and then mapping the array information onto a graphic display.
The good news is, we can do the same thing with 1dimensional arrays, it just takes a few extra steps. So as an example, let’s take a 5x5 grid layout with a ship at coordinates (1,2)(2,2)(3,2) as shown in the left figure.
We can assign each square in the grid to an index in a 1dimensional array with 25 elements as shown in the right figure. Remember, arrays are indexed beginning at 0. So our ship is sitting at array indices 11, 12, & 13.
A 1dimensional array representation of our ship, where we assign cells with a ship on them a “1” and other cells a “0”, would look like this:
Array = (0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
That is a visual representation of the problem, now how do we actually calculate the array index number for a given grid coordinate? We need one key number – the column dimension or grid width. In this case, we have 5 columns, so the column dimension is 5.
To determine the array index for a given (x,y) coordinate we use the formula:
Array index = (y*column dimension) + x
For the ship at (1,2)(2,2)(3,2), and a column dimension of 5, we calculate:
(1,2) > (2*5)+1 = 11
(2,2) > (2*5)+2 = 12
(3,2) > (2*5)+3 = 13
Which gives us our array indices of 11, 12, and 13.
Pretty cool, huh?Now how about going the other way. We have our 1dimensional array representation of the ship, how do we translate that to coordinates so we can then display a graphic representation of the ship in the grid?
This is a little more involved, but not too bad. If we divide an array index by the column dimension, the remainder is our x coordinate and the whole number is our y coordinate.
Let’s take the array index 13 from our previous example. The column dimension is 5. So divide 13 by 5 and get 2 with a remainder of 3, which maps to x=3, y=2.
In Hyperpad we’ll need three behaviors to do this:
Divide Values
Round Number
ModulusGiven an array index “N” and a column dimension “D”
To get x, we use the Modulus behavior which divides two numbers and returns the remainder
x = N mod D
To get y, first divide N by D with a Divide Values behavior,
then input this result into a Round Number behavior, and set the Rounding Type to “Truncate”y=truncate[N/D]
Hope this makes sense and is helpful.
Note: this could possibly be done with multiple arrays,
but where’s the fun in that! :smiley: 
RE: Pixel Art Character Tutorials
Thanks for the pixel art tutorials. Do you do your animations in Piskel as well?

PoetBot
Just having a bit of fun with AI in hyperPad. Not sure where I’m going with this.
PoetBot is an Artificially Intelligent (or not so intelligent) poet that composes mostly bad (unless you’re a Vogon) poetry with a nature theme. Sometimes an interesting poem appears like:
night falling
silence sleeping
moon rising
shadow creepingSeveral styles of poems are created including 2line couplets, 3line tercets and Haikuish poems, 4line quatrains, Lune form poems (3 words, 5 words, 3 words), and Lantern form poems (1 word, 3 words, 5 words, 3 words, 1 word).
The vocabulary words are stored in several arrays, one for each type of word (nouns, verbs, adjectives, etc.). Currently there are two themed vocabularies, a Nature them, and for those who like really bad poetry, a Vogon vocabulary. But be forewarned, Vogan poetry is the third worst in the universe!
Vogon PoetBot examples:
the fetid yellow liverslime…
in the putrid tinklewort
a coagula has burpedthe
radiant blumptiferous replurg
hurls near the putrid jandleturt
what slurps this
snot?Finally, if you branch the project and go into the scene titled “Other” there is a label “Arrays” with empty noun, verb, and adjective arrays where you can add words to create your own themes. Then add a button to the main menu page to goto your themed poetry page.
Have fun!

Zombie Smash update
Finally trying to finish this game and get it to the App Store. I have it now as a universal app for iPhones and iPads. Just uploaded the most recent version onto the Hub. I've had a couple of friends play the game and they both thought it was too easy to advance from one level to the next. Would like to get other's opinions. Should I increase the score needed to unlock a subsequent level,or is it challenging enough as is?
Thanks for your input.