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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Zemmargorp on August 12, 2014, 12:54:15 pm

Title: [Axe] Flappy Bird clone
Post by: Zemmargorp on August 12, 2014, 12:54:15 pm
Did you hear about Flappy Bird ?
Well, a friend of mine and I made it in Axe...
Here's my version of the game !
I know, I'm six months late, but better late than never !

I made this game because one Monday, at school, classmates challenged me to make the game in one school day. To make it quickly, I stole the sprites from the well-known Mario (like Flappy Bird's author did !), and I started coding. Here's what I came with (it's normal that the game isn't completely finished). The next day, I decided to make another version, where you move up and down using the arrow keys, and the more you keep one of these directional keys pressed, the faster you move. I called this second game "TWISTEUR", because it moves a lot  :P .

Being now an Omnimaga's user (an omnimagian ?), I decided to share these two games, with their source code. Here they are ! My best scores were around 40/50, if I remember well... I'm bad in the screenshots because it's very hard to play on emulators ! By the way, it's possible to fly from the bottom to the top, and from the top to the bottom, even if it's a bit hard, I've managed to do it in both games.
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 12, 2014, 02:36:35 pm
This looks nice but what caught my attention was how fast it moved. I assume the game is much harder, right? O.O
Title: Re: [Axe] Flappy Bird clone
Post by: ClrDraw on August 13, 2014, 09:32:51 am
This looks nice so far, good work :) I particularly like the pipes in the first one.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on August 14, 2014, 12:38:27 pm
This looks nice but what caught my attention was how fast it moved. I assume the game is much harder, right? O.O
Indeed, it moves fast, but this is to compensate the hardness of the original Flappy Bird !
My scores are better in my game than in Flappy Bird, I therefore consider it's easier  ;D
Nevertheless it's very hard to play it on emulator.

This looks nice so far, good work :)  I particularly like the pipes in the first one.
Yes, as I wrote, they come from the Mario assembly game. I didn't have time to draw the sprites.

Thanks for the messages !
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 14, 2014, 01:07:56 pm
Regarding the pipes, I think you are not alone to have used Super Mario v2.0 pipes because other clones had identical or very similar-looking pipes. It's because as you said, the original Flappy bird game used sprites from Mario, though :P
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 15, 2014, 12:24:42 am
Including the bird? The bird was from mario?
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 15, 2014, 01:08:42 am
I don't think it was, but it looks very similar to Mario fishes and the bird in ClrDraw's calculator remake is nearly identical to some Mario fish enemies IIRC.
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 15, 2014, 12:22:48 pm
(googles mario fish)
Yeah...
Title: Re: [Axe] Flappy Bird clone
Post by: ClrDraw on August 15, 2014, 12:36:04 pm
I wonder if the nintendo could win in a lawsuit against Nguyen.
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 15, 2014, 12:37:39 pm
nguyen... the company who made flappy bird?

Then nintendo would have to manage to defeat all the fans of flappy bird and the calculator community :P
Title: Re: [Axe] Flappy Bird clone
Post by: ClrDraw on August 15, 2014, 01:28:39 pm
Nguyen is the name of the person who made the app (not a company).

Lol :P
Title: Re: [Axe] Flappy Bird clone
Post by: JWinslow23 on August 15, 2014, 01:47:25 pm
The speed of this version... O.O And I thought MINE was hard! :P

Good job, but make it a bit slower. ;)
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 15, 2014, 02:05:14 pm
Nguyen is the name of the person who made the app (not a company).

Lol :P
According to wikipedia, it's the most common surname in Vietnam and 7th in Australia. so...
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on August 16, 2014, 08:25:12 am
Regarding the pipes, I think you are not alone to have used Super Mario v2.0 pipes because other clones had identical or very similar-looking pipes. It's because as you said, the original Flappy bird game used sprites from Mario, though :P
Yes, indeed.

Including the bird? The bird was from mario?

No, only the pipes. By the way, it's not really a bird, I drew a smiley because I wasn't able to draw a 8*8 black & white bird.

I wonder if the nintendo could win in a lawsuit against Nguyen.

Yes, probably. Why wouldn't Nintendo win ?

The speed of this version... O.O  And I thought MINE was hard! :P Good job, but make it a bit slower. ;)

Well, Flappy Bird is a game made to be hard... And I like it the way it is  :)

Nguyen is the name of the person who made the app (not a company).Lol :P
According to wikipedia, it's the most common surname in Vietnam and 7th in Australia. so...
Flappy Bird's author is called Nguyen ? It was the name of a classmate of mine, last year.
And I live in France, not in Vietnam or Australia !
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 16, 2014, 11:59:12 am
1. Nguyen is the most common surname in vietnam so it might of spread.

2. We were talking about the bird in Clrdraw's version.


And nice slimy smily, I like the way it frowns when it hits the pipes
Title: Re: [Axe] Flappy Bird clone
Post by: Sorunome on August 17, 2014, 10:17:18 pm
That is looking sweatsweet!
Is it 15MHz?
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 17, 2014, 11:57:39 pm
Actually no offense to any Flappy Bird calc remake authors, but unless they use grayscale or 3D, I would hope that their games is at least 6 MHz, considering Supersonic Ball still runs at 13-15 FPS at 6 MHz even with parallax scrolling and collision detection. :P

(http://img.ourl.ca/ssball-2.gif)

Of course most calc Flappy Bird games are good, but I mean it's possible to get monochrome Axe games with minimal physics and simple collision to run fast enough on a regular 83+
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 17, 2014, 11:59:18 pm
supersonic ball makes me dizzy at points :P

and it's fast on 6mhz, like you said
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 18, 2014, 12:05:52 am
Well that isn't much an issue on a real calc due to lack of backlight, although I can understand that the game is a bit intensive on an emulator used on a computer screen that has a backlight. :P
Title: Re: [Axe] Flappy Bird clone
Post by: Hayleia on August 18, 2014, 01:47:57 am
Actually no offense to any Flappy Bird calc remake authors, but unless they use grayscale or 3D, I would hope that their games is at least 6 MHz, considering Supersonic Ball still runs at 13-15 FPS at 6 MHz even with parallax scrolling and collision detection. :P
Mine use grayscale and is 6MHz :P
It doesn't have parallax scrolling though, simply because I thought it was already blurry enough :P
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 18, 2014, 02:35:43 am
Actually I checked Supersonic Ball source code and it's 20 FPS, not 15. The timer is set to update every 20 loop iteration. But yeah scrolling grayscale is hard to get to look good at 6 MHz so I assume it's not surprising to see most of those games being 15 MHz-only.
Title: Re: [Axe] Flappy Bird clone
Post by: Eiyeron on August 18, 2014, 08:52:00 am
Hhmm, 6MHz is quite powerful I have to admit, most of my screenshots of HBE are on 6 MHZ and yet the game is still smooth and great (grayscales and all the bell and whistle). Yet I would like to see a a great clone with great graphics, like scrolloing menus and all the eyecandies. 6 MHz should be enough to give neatos to eyes, jut look at that:
 (http://1.1.1.3/bmi/geekbros.tk/~eiyeron/screenshots/HBE%20Capture%202.gif)
Title: Re: [Axe] Flappy Bird clone
Post by: JWinslow23 on August 19, 2014, 12:53:14 am
My Flappy remake was 3 level grayscale, had parallax, highscore saving, real-ish-like acceleration physics, and a darn nice 8x8 bird sprite if I do say so myself. :P

It runs fast enough on 6MHz.
Title: Re: [Axe] Flappy Bird clone
Post by: Hayleia on August 19, 2014, 03:09:23 am
Well 3 level grayscale and parallax is really easy to do, just make the background grey and the foreground black :P
But mine was 4 level grayscale so parallax is a bit harder :P

Plus, no need to brag about "real-ish acceleration physics", they all have it :P
Title: Re: [Axe] Flappy Bird clone
Post by: JWinslow23 on August 19, 2014, 10:09:02 am
That whole thing was a joke. (except for "It runs pretty well on 6MHz" :P) I tried to make it sound a bit more hardcore than it really was. Stupid idea, I know.
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 19, 2014, 12:07:38 pm
What about a 6 MHz 3D Flappy Bird clone? O.O
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 19, 2014, 01:15:17 pm
3d O.O

/me is reminded of the 3d tunnel on ticalc
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on August 20, 2014, 11:37:50 am
We were talking about the bird in Clrdraw's version.
Oh, I see...  ::) That was strange to me !

And nice slimy smily, I like the way it frowns when it hits the pipes
Thank you. (He then has no reason to smile anymore.)

That is looking sweat sweet!Is it 15MHz?
No, it runs at 6 MHz. I only own a 83+  :P

Actually no offense to any Flappy Bird calc remake authors, but unless they use grayscale or 3D, I would hope that their games is at least 6 MHz, considering Supersonic Ball still runs at 13-15 FPS at 6 MHz even with parallax scrolling and collision detection.

Of course most calc Flappy Bird games are good, but I mean it's possible to get monochrome Axe games with minimal physics and simple collision to run fast enough on a regular 83+
I am totally agree with you. There's no point in making small minigames like this one (without 3D/grayscale/animations/etc.) if they require 15 MHz to run correctly !
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 20, 2014, 11:43:31 am
Yeah the thing is that many Axe coders don't realize that the 83+ exists so they'll not bother optimizing if they feel their games run fast enough on their 15 MHz calc. Sometimes, even more optimizing can be done to get the game to run much faster. I noticed a similar problem with BASIC games. Of course, in the case of Flappy Bird or any other platform game with collision detection, optimizing is much harder, though, if you don't have much experience.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on August 20, 2014, 01:12:27 pm
For short, you mean some beginners think the "Full" command exists to make games faster instead of optimizing them... Argh ! *Thinks to bytes not saved, extra battery/CPU use, incompatibility with TI-83+...*  x.x
I know, its use is to make games faster but... if they can be optimized instead...  :/
Title: Re: [Axe] Flappy Bird clone
Post by: Hayleia on August 20, 2014, 01:19:52 pm
Not only beginners unfortunately.
What's great with France is that 15MHz calc are (were) not many so French Axe coders seem to avoid the Full command :P
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on August 20, 2014, 01:45:40 pm
Not only beginners unfortunately.
What's great with France is that 15MHz calc are (were) not many so French Axe coders seem to avoid the Full command :P

*Faints.*

That's not false, but it'd also be great if all french Axe coders had 15 MHz calcs and were able to use the Full command. For instance, I'd need it in an old math program I made with Axe... it was quite slow.
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 20, 2014, 01:49:45 pm
Oh right I forgot that for a while in France there were no longer 6 MHz calcs being sold and that the 83+ is now 15 MHz. Now the 82 Plus is out, though, so I guess it will depend how many people choose it over the 83+


As for Supersonic Ball, the only time it ever uses Full is during random levels generation and loading. This is why you notice some minor lag during level switching on 6 MHz models (about 0.5 seconds), while on 15 Mhz calcs it's instant.
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 20, 2014, 02:31:29 pm
Oh right I forgot that for a while in France there were no longer 6 MHz calcs being sold and that the 83+ is now 15 MHz. Now the 82 Plus is out, though, so I guess it will depend how many people choose it over the 83+
I got confused when I walked into a store and there were 82+'s, 83+'s that looked like 84+'s, etc :P
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on August 20, 2014, 08:39:03 pm
Wait, the 82+ is sold outside France? O.O
Title: Re: [Axe] Flappy Bird clone
Post by: Princetonlion.tibd on August 21, 2014, 02:04:43 pm
no, it was in paris.

My reaction to the calcs: "wut" as I didn't know about them yet
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on September 20, 2014, 09:53:14 am
This looks nice but what caught my attention was how fast it moved. I assume the game is much harder, right? O.O
I played it recently on my calculator, and I noticed it was much slower than on the screenshots ! I don't know why the emulator ran faster than it should, but it explains why my scores are better when I'm playing this game on the calculator.
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on September 20, 2014, 01:00:17 pm
Which emulator did you have this happen on? Recent builds of WabbitEmu seems more buggy in general but I was sure they were actually slower. ???
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on September 20, 2014, 01:07:21 pm
Which emulator did you have this happen on? Recent builds of WabbitEmu seems more buggy in general but I was sure they were actually slower. ???
I was using TileM (in normal speed mode, of course). I don't use WabbitEmu anymore, as it's very buggy on my computer.
Title: Re: [Axe] Flappy Bird clone
Post by: ClrDraw on September 20, 2014, 07:23:17 pm
Were you playing on an 83+ but emulating using an 84+ rom?
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on September 22, 2014, 04:09:53 am
That could do it, or it's possible he used a TI-83 Plus.Fr ROM which is in fact a TI-84+SE ROM. Or perhaps TilEm speed is wrong. I remember that WabbitEmu did not emulate 6 MHz Axe mode properly at first so my games ran twice faster in it, but I don't know if other emulators emulates normal mode from Axe well.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on September 24, 2014, 09:09:15 am
Were you playing on an 83+ but emulating using an 84+ rom?
No, I only own a 83+, so I don't use a 84+ ROM.

That could do it, or it's possible he used a TI-83 Plus.Fr ROM which is in fact a TI-84+SE ROM. Or perhaps TilEm speed is wrong. I remember that WabbitEmu did not emulate 6 MHz Axe mode properly at first so my games ran twice faster in it, but I don't know if other emulators emulates normal mode from Axe well.
It is a regular 83+ ROM. TilEm speed may not be 100% accurate.
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on September 26, 2014, 12:40:15 am
Yeah it's possible. I'm unsure why is this, though, but again it might be due to different computer speeds or something. It might be something worth reporting in the TilEm features request thread or wherever progress/downloads are being posted.
Title: Re: [Axe] Flappy Bird clone
Post by: Hayleia on September 26, 2014, 01:51:44 am
I don't think it's due to computer speed. I have two computers running Dolphin (GameCube emlulator) and TilEm has a slower speed than a real calc. And it's the same with Wabbitemu, it's not a flaw from TilEm.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on September 26, 2014, 01:11:14 pm
Yeah it's possible. I'm unsure why is this, though, but again it might be due to different computer speeds or something. It might be something worth reporting in the TilEm features request thread or wherever progress/downloads are being posted.
Well, I don't need to report it in the TilEm thread, because it's not a so big issue. I prefer TilEm which is faster than it should be to Wabbitemu which is incredibly slow.

I don't think it's due to computer speed. I have two computers running Dolphin (GameCube emlulator) and TilEm has a slower speed than a real calc. And it's the same with Wabbitemu, it's not a flaw from TilEm.
I can understand that TilEm can run slower on "old" computers, because they are not fast enough, but how come it can run (so much) faster ? I mean, there's a timer somewhere or something like this to limit the speed. And in the settings, I can ask it to run even faster ! That's definitely weird...
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on September 30, 2014, 12:09:33 pm
I don't think it's due to computer speed. I have two computers running Dolphin (GameCube emlulator) and TilEm has a slower speed than a real calc. And it's the same with Wabbitemu, it's not a flaw from TilEm.
Yeah I thought it could be that, because I remember that certain programming languages, such as TI-BASIC and Visual Basic 6, were entirely dependent on computer speed, so if you made a game on a 300 MHz computer it would be totally unplayable on newer machines. Just try one of the VB games in Omnimaga archives to see what I mean, but mind the seizures.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on October 01, 2014, 12:35:10 pm
Yeah I thought it could be that, because I remember that certain programming languages, such as TI-BASIC and Visual Basic 6, were entirely dependent on computer speed, so if you made a game on a 300 MHz computer it would be totally unplayable on newer machines. Just try one of the VB games in Omnimaga archives to see what I mean, but mind the seizures.

Did I read "Visual Basic 6" ? My favorite programming language  ;) ! So it hasn't completely sink into oblivion... Where can I find the VB games from Omnimaga archives ? And are their source code also available ? By the way, I've made BOULDASH's level editor (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg394230/#msg394230) in VB6  :).
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on October 01, 2014, 02:26:20 pm
Actually to clarify, I last used VB6 back in Early 2003. I just used it two years. Sadly I don't remember if I have the source anywhere anymore, so they are executables and the games are low-quality because they were made in a very short period of time as school projects (except the last one which was made as side project in 20 minutes) and my only programming experience was TI-83+ BASIC back then.

Illusiat 5 PC version (http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-Non-Calculator-Games-and-Products/Illusiat5pc.zip)
The Reign of Legends 0 (http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-Non-Calculator-Games-and-Products/rol0.zip)
WARNING: EPILEPSY! Avions (http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-Non-Calculator-Games-and-Products/Avions.zip)

Illusiat 5 and ROL0 only runs on Windows 98, 2000 and XP, because I never could get the required dependencies (DAXCTLE.OCX and ANIGIF.OCX, which are not included) to run under 64-bit Windows 7. Even Virtual PC can't run ANIGIF.OCX





Had I gotten my own computer in 2003, The Reign of Legends 0 would have been expanded into a full RPG.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on October 02, 2014, 01:41:18 pm
Actually to clarify, I last used VB6 back in Early 2003. I just used it two years. Sadly I don't remember if I have the source anywhere anymore, so they are executables and the games are low-quality because they were made in a very short period of time as school projects (except the last one which was made as side project in 20 minutes) and my only programming experience was TI-83+ BASIC back then.

Illusiat 5 PC version (http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-Non-Calculator-Games-and-Products/Illusiat5pc.zip)
The Reign of Legends 0 (http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-Non-Calculator-Games-and-Products/rol0.zip)
WARNING: EPILEPSY! Avions (http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-Non-Calculator-Games-and-Products/Avions.zip)

Illusiat 5 and ROL0 only runs on Windows 98, 2000 and XP, because I never could get the required dependencies (DAXCTLE.OCX and ANIGIF.OCX, which are not included) to run under 64-bit Windows 7. Even Virtual PC can't run ANIGIF.OCX

[...]

Had I gotten my own computer in 2003, The Reign of Legends 0 would have been expanded into a full RPG.

2003 ! That's quite old to me... I was only 5, and I didn't know VB6 yet !
I'll try them when I have time. Thank you for the links (and the videos).
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on October 02, 2014, 01:53:11 pm
Hehe yeah those were made when I was about to graduate from hi school. I was 15-16 back then (they were made in 2002 and 2003).

In 2012 I started doing a remake of the ROL0 game using RPG Maker 2003 that was to be expanded towards a full RPG but I never finished it. It had revamped graphics.

(http://www.omnimaga.org/index.php?action=dlattach;topic=16220.0;attach=12865;image)
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on October 04, 2014, 11:16:33 am
Wow, that's very nice ! What a shame most programs are never finished...
Yes, 2003 seems a bit old to me... When I think that VB1 was created in 1991 !
Title: Re: [Axe] Flappy Bird clone
Post by: DJ Omnimaga on October 05, 2014, 02:58:19 am
Yeah the issue is that programming games and doing art that takes a long while requires a lot of motivation and sometimes time as well, because when we feel like coding we need more than 5 minutes at a time to sit down and think.
Title: Re: [Axe] Flappy Bird clone
Post by: Zemmargorp on October 07, 2014, 12:58:53 pm
EDIT : Oops ! Message posted in the wrong topic. Admins, you can remove this post.