flappy bird physics

Discussion in 'iOS Programming' started by tacotester1, Feb 7, 2014.

  1. tacotester1 macrumors member

    Joined:
    Dec 19, 2013
    #1
    so this flappy bird game is ridiculous but cool lol...
    who else has made a game similiar to this?

    i have made a SIMPLE side scroll with collision detection. but the player is stationary.


    i feel like the flappy bird is similiar to an underwater level without the water.

    does any one know a good place to find out the physics methods that would give u that bounce up when touched? would this be cocotouch?



    im very new to all of but it is a lot of fun and i spend most of my free time trying. If this question is stupid i apologize. just interested in learning. thanks!
    :apple:
     
  2. ArtOfWarfare macrumors 604

    ArtOfWarfare

    Joined:
    Nov 26, 2007
    #2
    Have you considered contacting the developer and asking?

    It seems to me they could have done it with any framework or engine, or they may have made their own. If whatever they used didn't require them to mention it in an about page, then the only way you could find out would likely be by asking the developer yourself.
     
  3. 1458279 Suspended

    1458279

    Joined:
    May 1, 2010
    Location:
    California
    #3
    I heard this is a reskin of another game. There are already several knock-offs out there trying to jump on the train.

    From the looks of it, he has it set so that when you tap, you go higher than you would expect so that you have to time the tap just right to get the proper angle to get thru the hole.

    Most any game engine should have this ability.

    It looks like it might be a partial play on gravity, making something lighter than it might be otherwise so that it floats like a feather and the tap could just be magnified so that each tap goes higher than it would otherwise.

    Some games do this as a way to add more challenge to advanced levels, just like older games did when you became injured and couldn't fire are straight. Some shooters used to time things so that the longer you take to aim, the more the gun would wobble around.

    Simple concept, just need an engine that has the flexibility. Most advanced game engines should have this ability.

    If you are looking to make a work-alike, you might be best off to buy the ready made source code and reskin it. ... it's MUCH faster and this fad will be over soon.

    The key part of being a "fast follower" is the fast part.
     
  4. xArtx macrumors 6502a

    Joined:
    Mar 30, 2012
    #4
    Haven't seen it but it still sounds like box2d.
    Angry Birds for example is box2D, with a later modification for ball physics,
    which is more accurately 2d ball physics, which ends up being circle physics :D
    It's still essentially box2d though.
     
  5. Twimfy macrumors 6502a

    Twimfy

    Joined:
    Sep 11, 2011
    Location:
    UK
    #5
    I put together a clone in Cocos2D and Box2D the other evening.

    Only took around 5 hours.

    Do some reading into basic sprite collision, control and gravity within a GLView and you're on your way. There's not really a lot to it.
     
  6. Twimfy macrumors 6502a

    Twimfy

    Joined:
    Sep 11, 2011
    Location:
    UK
    #7
    Great but what does that have to do with the OP's question? They're clearly just interested in how the games mechanics work regardless of it's current for sale status.

    Anyway. I have uploaded my code to http://codecanyon.net/ and it should be available to purchase in a day or two. Unlike most code selling sites they usually price fairly so it won't break the bank should you want to check it out (some sites are charging thousands!!)

    It might seem like I'm making a shameful plug here but I survive on what I can by doing freelance and code selling, times are tough at the moment so I'm not prepared to throw out source code for free.

    It's not an identical clone but the physics and gameplay pattern are very similar and incredibly easy to edit.
     
  7. ArtOfWarfare macrumors 604

    ArtOfWarfare

    Joined:
    Nov 26, 2007
    #8
  8. VPrime macrumors 68000

    VPrime

    Joined:
    Dec 19, 2008
    Location:
    London Ontario
    #9
    One of our users created a flappy bird clone. Our physics engine is Box2d.

    It is actually really simple game to make. Just apply a force on touch.
     
  9. xArtx, Feb 9, 2014
    Last edited: Feb 9, 2014

    xArtx macrumors 6502a

    Joined:
    Mar 30, 2012
    #10
    Only Everything, if there is now an opening for a new App.

    Did this with ball physics when I was looking to get a handle on it:
    http://www.youtube.com/watch?v=UOwlxy8v6b0
    Totally licensed of course!! D
    Much easier than it looks as already mentioned, the library is doing all of the hard work for you.

    I am prepared to throw out source code for free if anyone wants it.
    Completing a game out of it is a walk in the park.
     
  10. jkcerda macrumors 6502

    jkcerda

    Joined:
    Jun 10, 2013
    Location:
    Criminal Mexi Midget
    #11
  11. ArtOfWarfare macrumors 604

    ArtOfWarfare

    Joined:
    Nov 26, 2007
    #12
    Too bad. It was a diagram with all the equations used to calculate the speed of the bird as well as the size and spacing of the pipes.
     
  12. xArtx macrumors 6502a

    Joined:
    Mar 30, 2012
    #13
    Maybe the author was having a cry, but decided to keep it.
    It's really not that hard. Every object has properties of it's own,
    it's only a matter of trial and error to get things right.

    It's been my position ever since playing Angry Birds,
    that despite it's success, it falls short.
    The levels should end sooner.
    You have to wait a painfully long time for your failed birds to pop before the level ends.
    They could have easily detected when each bird (ball) no longer has the velocity
    to destroy anything, and is rolling horizontal on the ground (the Y axis would be constant).
    Then they could destroy the birds, not because they have come to a standstill,
    but have become useless.
     
  13. tacotester1 thread starter macrumors member

    Joined:
    Dec 19, 2013
    #14
    awesome thanks ill look into that
    im just trying to learn and teach myself since i don't know anyone interested in the same things.

    Thanks!:apple:
     
  14. VPrime macrumors 68000

    VPrime

    Joined:
    Dec 19, 2008
    Location:
    London Ontario
    #15
    Check out reddits gamedev section. An awesome place to start learning and asking questions
    http://www.reddit.com/r/gamedev
     
  15. tacotester1 thread starter macrumors member

    Joined:
    Dec 19, 2013
    #17
    cooool
    thank you! iappreciate it!
     

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