Shooting Star is a brain hurting puzzle game where you (the blue shooting star) can only move diagonally. All you have to do is leave the screen to win, but if you want those three stars you will have to be as efficient as possible with your tapping and collect all green flares while dodging red squares. So far has ten levels, more planned in the future with more objects and bigger levels to make it as hard as possible to leave the screen! Please comment if you have ideas, problems or find bugs for me to squash 🙂
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October 29, 2016
For me there is no stars it just shows the object image
October 30, 2016
Strange, I'll have a look at the Hub version (version stored on my iPad seems to work fine I think), maybe a hyperPad update broke it.
October 30, 2016
Thats really strange, it works completely fine for me all stars are there, you mean the object image as in there is no graphic for the object so it gives a grey dotted outline with object text in the middle? If so maybe your download broke and it didn't download the image properly.
October 30, 2016
I played it again and the star showed I think it was a download fail.
August 30, 2016
Why don't you publish this to the App Store?
August 30, 2016
I would if it were done, it's only got 10 levels. Also I have no Mac or developer's license. Mainly though it doesn't have enough levels to be worthy of App Store.
August 30, 2016
Oh, ok. You should definitely consider it eventaully though!
July 18, 2016
This doesn't work anymore.
July 18, 2016
I know 😞 broke in an update most object seem corrupt, they won't play particles no matter what I do. One day I'll delete them all and remake this (hopefully same project so I don't lose likes and comments)
July 18, 2016
The problem is with all the newbies Hyperpad is getting, you're going to get some dislikes soon :(. But at least you'll fix it! I probably wouldn't XD. Good luck!
July 18, 2016
Yeah might have to give it priority over the other projects I'm editing (which was just Hyper-Tron Light-Cycles and Meteor)
July 18, 2016
Oh, you're editing meteor?
July 18, 2016
I was, changed it so there's a better start menu, multiplayer modes that only half work, all enemies don't die anymore when you die you get a shield instead for 5-6 seconds.
July 18, 2016
Oh, ok! I thought you were done with that game XD.
July 18, 2016
I'm not done on any of my games, either I want to add more content or they are buggy and need fixing.
July 18, 2016
Oh lol, I gave up on my first two games "Tap Haven" and "Tiles." They're so broken and the concept is so lacking XD. On Gamepress all I even made were trashy platformers and broken runners... Oh well...
July 19, 2016
Never mind hyperPad changed something where hide graphic turns off particles, all my particle objects hide themselves at the start of the game so all I have to do is change their colour to 0 opacity.
July 19, 2016
Ha ha, oh... Well I look forward to seeing the new update soon lol.
July 19, 2016
I might try to add new levels with the next update, unless people want it sooner because I've already fixed the bugged graphics.
July 19, 2016
Ok, sounds cool!
August 29, 2016
Branch this project @Aidan Oxley
August 29, 2016
Are you saying you want to branch it or I should branch it? Oh is this game still broken? I should update it soon.
January 29, 2016
This is a great game! The interface is nice and clean. Is it me or was there no sound? All in all I like it.
January 29, 2016
No sound yet, I'll have a look at that for next update (where I'll also add more levels)
January 29, 2016
Accidentally pressing main menu at the end of level 9 is so annoying!
January 29, 2016
LOL maybe I'll make it tap and hold, or add an Are you sure? button
January 29, 2016
Yeah, something like that
January 29, 2016
Haven't looked at this game in a while!
January 29, 2016
I'll have to change the banner a bit next update, some white text saying the name of the game and made by are unreadable.
November 02, 2015
Does anyone think it's still too hard even after being slowed down? I could add an easy medium hard mode or something, where easy is slower than this.
November 09, 2015
it's good the way it is. But maybe slow it down just a little for easy mode and make a harder mode. Also, consider adding a challenge mode where you have to win in a certain amount of taps. Finally, the game is very beautiful and very polished, but consider custom fonts or imported pictures with the text written on them instead of using the default fonts. The default fonts have the weird little lines around the edges which makes your game seem unfinished. Sorry for the long comment.
November 09, 2015
Thanks 😊 I've been planning on custom text but wanted to do it after I get basic mechanics working and seeing if people like it. For the challenge mode thing, I sort of already have that. You have to tap the least possible times while collecting all the green particles to get 3 stars. If you want 2 stars and don't want to collect the green particles, you can tap a lot less times, like in level one to collect all 4 particles you have to tap 5 times and you will get 3 stars, or you could just tap once and get 2 stars. Long comment forgiven because I made a long comment 😝
October 31, 2015
You definitely put a lot of effert into this. Nicely done.
October 31, 2015
You definitely put a lot of effert into this. Nicely done.
October 31, 2015
Updated! Lol play level 10 you'll hate it until you figure it out. I need to add some sort of hint system, or maybe a spoiler button for people who are about to rage quit and it shows you how to win.
October 16, 2015
you can pass through the red blocks on the last level. (the portal one)
October 16, 2015
Actually, the red blocks aren't here 😧. Level 6 is just to play with, the red blocks you see are a screenshot of level 5
October 15, 2015
TAPMOV is updated, nothing too special just some fixups and making levels 4 and 5 easier. I wanted to make it 1.1.1 but it didn't seem to let me, so it's 1.11
October 15, 2015
Did you use the slow motion command for the tutorial?
October 15, 2015
Yes, but the tutorial isn't finished yet (or maybe it is, I don't know)
October 15, 2015
Yes, it's the only way to freeze particles. It's also very annoying because I wanted the tutorial text to ignore the time scale but that's impossible.
October 16, 2015
We're adding a new feature in an upcoming update which I think you can use here :). It's an overlay system, so you can create a special scene type, and have it run on top of your current scene. So in your case you could bring up an overlay of text for your tutorial, and pause the game below
This new overlay feature will be great for creating custom menus like pause screens, game over screens, inventory or any thing else. Makes hyperPad even more powerful :).
October 16, 2015
Wait so I can have some objects that ignore the time scale behaviour?
October 16, 2015
No. The overlays will be affected by time scale as well. Howvever, you can not use time scale at all, and pause your game, and still interact overlay. So your overlay would have your tutorial text, and pause the game (and particles) behind it.
October 16, 2015
Cool
October 15, 2015
how do I delete a comment?
October 15, 2015
You left the taps and the move visible in the last level, did you mean to? And the game is editable, maybe change it so the hub doesn't get spammed with copies?
October 15, 2015
Oh I forgot about that on level 5, but it's already fixed so it will be fine when I update it. I can't make it closed source without subscribing to Hyperpad and you can't delete a comment.
October 15, 2015
We need a watermark...
October 15, 2015
The purpose of open source projects is for users to learn from them, and build off them. If there is any spamming happening, or abusing of this system then the branched version will be removed from the hub, and you will be suspended from submitting anything else to the hub.
October 16, 2015
Are we allowed to add a watermark that others can't remove?
October 16, 2015
You can add a watermark, but how would you make it so they can't remove it? Your game is open source, meaning everything is editable and viewable by others. So any watermark you add will be removable.
I wouldn't worry about it too much. The purpose of open source projects is so every one benefits and learns from each other. If people are abusing the system and just releasing projects, they will be dealt with.
October 16, 2015
I could place an object at a high x and y coordinate that nobody can find, with behaviours renamed to look like another object, so nobody can use behaviour off.
October 16, 2015
While trying to do this I found a bug: setting the z layer of a UI object crashes the game after 5 seconds.
October 17, 2015
Can we take this discussion to email? It's going a bit off topic here.
Any ways, hiding something in your scene, doesn't mean it's impossible to find. Your project is still editable, some one is bound to find it. Either way not really breaking any rules you're free to do as you wish.
As for the crash, can you email us with more details? (use feedback/help form). We'll look into it.
October 14, 2015
Jaw-dropping. Keep up the good work.
October 14, 2015
Does anyone not like the name? Should I change it or is it fine the way it is? Also, should I show your taps and how many green flashes there are left? When you play a level, for example level one your "taps" label is set to a number like -1 and your green flashes (currently called "movs", name only visible when editing) are set to 4 because there are 4 green flashes, if you win the level you get 1 star, if your taps when you win the level are at 0 you get another star and if your movs are at 0 you get another star, each collision between the played and movs reduces your taps by one. I am thinking about showing these labels in the levels and then rewording the tutorial to explain briefly what I said here. Should I show them or leave it the way it is?
October 14, 2015
Played a few more levels... I couldn't resist repeated killing myself so I could see the cool graphics.
October 14, 2015
It's beautiful...
This is so cool. The graphics are so beautiful and the gameplay is genius; it's easy to learn but still challenging.
One glitch: when you hit the wall of the map you automatically win. I don't know if this happens on every level because I quit after the first level because I was so eager to like the game. ;)
October 14, 2015
The aim of the game is to exit the map, it isn't a glitch. Thanks for saying that though, I will have to make the tutorial say that.
October 14, 2015
Level 6 will add portals, and I had the idea of moving blocks long before I even started making this version in Hyperpad. I had 7 levels in GamePress, but when the arcade shut down I emailed it to myself and deleted GamePress and opened it in Hyperpad. I forgot to make it editable I think, but whenever I edit it it crashed so I deleted it. I am a lot happier with this version, everything just looks better and a lot less laggy.
October 14, 2015
Awesome idea! The tutorial explains a lot, very helpful. Just add more levels and maybe add moving red blocks? Just an idea for harder levels.
October 14, 2015
There is a small bug where the game doesn't make you play tutorial for the first time playing, that will be fixed in the next update but until then before you start playing levels I would very highly suggest that you play Tutorial first to know how to play.
October 14, 2015
There is a small bug where the game doesn't make you play tutorial for the first time playing, that will be fixed in the next update but until then before you start playing levels I would very highly suggest that you play Tutorial first to know how to play.
October 14, 2015
I don't know when, but I'll probably make a better main menu and star graphic. Comment if you have any ideas or problems (you most likely will, it's a very hard game 😝). 😊