This is a puzzle game that I'm working on... mainly a proof of concept that you can port LUA code into hyperPad behaviours. Proof that anything you can do in LUA to make this game, you can make in hyperPad.
The game is a variation on the classic matching game in the vein of Bejeweled and Candy Crush. The player drags and links blocks of the same color to remove them, but the objective of the game is not to remove long series of same colored blocks, clear the board or gather points, but to get a set of special "magic blocks" that are spread across the board to connect.
Concept and Art provided by KING
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April 09, 2016
How did you port it from Lua? Did you create some kind of program that allows you to convert it to hyperpad behaviours or did you manually do it? A "run code" behaviour could be really useful, because a game could allow users to input Lua programming with custom functions defined within the game (like the computer craft nod for Minecraft, which also uses Lua.
April 09, 2016
Mod* )
April 10, 2016
He rewrote each line of Lua code using a behaviour. If you look at the behaviours you will see it's hard to follow along because it's basically code at that point.
The point of this was mainly to show itmohe powerful our behaviour system is.
April 11, 2016
Oh okay. I still want a run code behaviour 😛
April 11, 2016
Also, why does it use so many labels? Wouldn't attributes be better?
April 12, 2016
Running code behaviour for games in the hub is likely never to happen. Apple has a lot of rules on this and would reject our app. That being said we are planning a behaviour that will execute code outside of hyperpad. This is only for projects being exported to the App Store though. See "talk to code" on our roadmap.
As for the labels, Hamed uses attributes on the labels. The label is basically a comment just saying what it's doing or what it's storing.
April 13, 2016
I know about all the restrictions (I had to do an assignment on the differences between android and iOS, and I asked a few questions about why hyperpad was allowed onto the AppStore because it allowed users to share and run code, etc.) but when you add PHP server interaction (that is still a planned feature for the beta, right?) it would be easy to create something where users can run code on the PHP server. Also, there is an app called codea which I believe lets you run code but I haven't tried it.
April 13, 2016
hyperPad doesn't actually download and execute code. That's what makes us special.
The HTTP requests is still planned (though if you look at the roadmap, it won't be part of this upcoming update anymore). However, even that doesn't actually download an execute code. It works the same way pretty much every app in the App Store works. Take the Facebook app for example, it connects to Facebooks API and servers pull the information it needs and presents it to you. That is exactly what you would be doing with the upcoming HTTP Requests feature. You would build your webapp/server in what ever you want (PHP). Then connect to your API/Server with the HTTP request behaviour and pull what ever information your API provides. You then use the hyperPad engine and behaviours to present it to the end user. None of this actually has to do with downloading and running code. You're downloading the end result.
Codea on the other hand, does fall into the category. That's why they don't have the ability to share (I believe they used to, but apple rejected that version so they removed it).
What apple doesn't want is for you to be able to do is be able to run and execute code that wasn't originally shipped with the app. This way they control the "walled garden", and know what is in the app store. Downloading and executing code after the app is live in the app store can essentially make your app into a complete different program that may even harm the device by leaving the apps sandbox.
April 14, 2016
But can't I make a project where the user enters code, the server runs it, and sends the result back? That way I can run whatever code I want on the server, without using the behaviours. I'm sad that I won't be able to use the http requests in this beta, I was working on a multiplayer tower defence game 🙁
April 14, 2016
That's a grey area. I'm sure you could do that.. Whether or not apple rejects it from the App Store I don't know. As for the beta, yeah unfortunately we had to cut it out due to timing, and prioritizing what more people will actually end up using.
Also, this is getting a bit off topic now. So if you still have questions about http requests, the beta etc. Send an email/fill out personal support form.
April 24, 2016
Actually, Codea does allow sharing. I know because I love to use it. If you open the app, and press in the bottom left corner, they have an entire place to share all of your creations with other users. But, I think Codea may have of almost gotten deleted, but then Apple let them keep their app the way it was, and they let them keep it on the App Store. So, yeah, it would be pretty cool to use Lua code here. It would help me, and I bet it would help other people a whole lot. :)
April 08, 2016
How do you win?
April 08, 2016
There isn't any gameplay yet. Right now you create a chain of blocks and the rest of the blocks come down and fill the empty spots.
April 09, 2016
Oh ok....what are the circles for?
April 09, 2016
When the game is done, the goal of the game is to get all the magic balls to touch each other.