Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: JacksonML on February 19, 2014, 09:21:51 pm

Title: Flappy Bird - JacksonML
Post by: JacksonML on February 19, 2014, 09:21:51 pm
Version 1.2.1 Has been released!
What's new in this release?

(http://i.imgur.com/R7TTS2h.gif)

Made bird’s deceleration/acceleration faster (falls faster)
Some more miscellaneous optimizations to rendering and math operations
Bird flies faster!
You now have a visible animated ground! No longer just a solid boring line!
Other bugs and optimizations I forgot about

The only reason why I created this was because I was competing with a friend to see who could make the best flappy bird clone. I think I won, but that might be debatable. Enough rambling about what this project came from, let me show you guys the actual thing.

Here's comparing 1.1.4 to 1.2 without any speed limitations (Speed is Normal not Full)! Don't worry that speed isn't actually the speed you'll be playing
Spoiler For Spoiler:
1.1.4                                    1.2
(http://i.imgur.com/IiS8KOU.gif) (http://i.imgur.com/8QZcEyK.gif)
As you can see I stink at playing on WabbitEmu.

Changelog
Spoiler For Spoiler:
Before Omnimaga Release:
Spoiler For Spoiler:
V 1.0
 - Initial relase

V 1.0.1
 - Fixed bug that would prevent you from flying up
 - Added version display

V 1.0.2
 - Fixed bug with highscore reset having large number initially

V 1.1
 - Improved battery usage
 - Archives highscore to keep highscore safe
 - Slightly faster
 - Added "Game Over" text to death screen

V 1.1.1
 - Imporved loading speed
 - Greatly decreased score saving time

V 1.1.2
 - Improved score increase time

V 1.1.3
 - Changed "High" to "Best"
 - Improved pipe generation
V 1.1.4
 - Released to omnimaga :D
 - Cleaned up source code
 - Reduced file size slightly

V 1.2
 - HUGE improvement of frame rendering speed
   - Cool features in the future!
 - Cleaned up source code
 - Minor optimizations here and there

V 1.2.1
 - Made bird’s deceleration/acceleration faster (falls faster)
 - Some more miscellaneous optimizations to rendering and math operations
 - Bird flies faster!
 - You now have a visible animated ground! No longer just a solid boring line!
 - Other bugs and optimizations I forgot about

What you'll see in the next update:
 - ?

Latest download will always be on this topic.
Title: Re: Flappy Bird
Post by: imo_inx on February 19, 2014, 09:29:46 pm
I must say, this looks really nice. Keep up the good work and welcome to Omni! ^3^
Title: Re: Flappy Bird
Post by: JWinslow23 on February 19, 2014, 09:40:23 pm
I must say, this looks really nice. Keep up the good work and welcome to Omni! ^3^

Ditto. :thumbsup:
Title: Re: Flappy Bird
Post by: JacksonML on February 19, 2014, 09:57:00 pm
Got the download ready! Download away!
Title: Re: Flappy Bird
Post by: annoyingcalc on February 19, 2014, 10:38:53 pm
What is this coded in?
I looks great.
Title: Re: Flappy Bird
Post by: Hayleia on February 20, 2014, 02:19:48 am
What is this coded in?
That's also what I was wondering, because it doesn't look like Basic (no flickering at all) but it doesn't seem that fast for Axe. Mine's speed is actually annoying due to blur.
(http://img.ourl.ca/Crappy%20Bird.gif)

But nice job on the game overall, you got some basics like gravity and such :)
Title: Re: Flappy Bird
Post by: JacksonML on February 20, 2014, 07:24:14 am
What is this coded in?
I looks great.
What is this coded in?
That's also what I was wondering, because it doesn't look like Basic (no flickering at all) but it doesn't seem that fast for Axe. Mine's speed is actually annoying due to blur.
(http://img.ourl.ca/Crappy%20Bird.gif)

But nice job on the game overall, you got some basics like gravity and such :)
I coded it in Axe. Yes, looking at the gif again it does seem a little slow, which I'm hoping to work on soon. I'll be looking on the optimization page, because I have a lot of pixel tests for collision.
Title: Re: Flappy Bird
Post by: pimathbrainiac on February 20, 2014, 07:27:19 am
If you are using pixel tests, try only testing the pixels around the bird if you haven't already. It makes things much faster.
Title: Re: Flappy Bird
Post by: JacksonML on February 20, 2014, 08:02:09 am
If you are using pixel tests, try only testing the pixels around the bird if you haven't already. It makes things much faster.
I do. I test 2 spots around the bird to make sure the game detects impact. I am going to be working on converting the PxlTests to {Y*12+L6+(X/8)}e(X^8). It might not make the game a lot faster, but it'll add room for more features possibly.
Title: Re: Flappy Bird
Post by: pimathbrainiac on February 20, 2014, 01:16:46 pm
Good idea, and good luck!
Title: Re: Flappy Bird
Post by: DJ Omnimaga on February 20, 2014, 01:20:38 pm
Do you redraw the entire screen every frame? That can slow things down too. At first I thought it was xLIB/Celtic III, since I saw the Busy indicator, but it seemed a bit too fast to be hybrid BASIC.
Title: Re: Flappy Bird
Post by: JacksonML on February 20, 2014, 03:44:10 pm
Do you redraw the entire screen every frame? That can slow things down too. At first I thought it was xLIB/Celtic III, since I saw the Busy indicator, but it seemed a bit too fast to be hybrid BASIC.
I do redraw the entire screen. I was actually thinking about that during school today about methods of only redrawing the game. Is there a way that would quickly clear only part of the screen? Also how could I get rid of the busy indicator? IRC is helpful  ;)
Title: Re: Flappy Bird
Post by: JacksonML on February 20, 2014, 10:20:12 pm
Version 1.2 has been released! Nothing quite new this release, except for some MAJOR optimization to the screen rendering!
Title: Re: Flappy Bird
Post by: DJ Omnimaga on February 20, 2014, 11:52:56 pm
Wow quite a difference actually. :D
Title: Re: Flappy Bird
Post by: JWinslow23 on February 22, 2014, 07:08:43 pm
I have a suggestion for a new feature: grayscale.
/me runs
Title: Re: Flappy Bird
Post by: Hayleia on February 23, 2014, 03:47:39 am
I have a suggestion for a new feature: grayscale.
/me runs
Yeah, and four levels of greyscale.
/me runs

More seriously, I made mine with four levels of grey so that it's not like the others, then changed it into 3 to motivate JWinslow23, but I don't think we should release 17 games that are exactly the same ;)
Title: Re: Flappy Bird
Post by: JacksonML on February 24, 2014, 09:50:35 pm
I have a suggestion for a new feature: grayscale.
/me runs
Yeah, and four levels of greyscale.
/me runs

More seriously, I made mine with four levels of grey so that it's not like the others, then changed it into 3 to motivate JWinslow23, but I don't think we should release 17 games that are exactly the same ;)
I was thinking of adding grayscale. Just need to figure out how to do it exactly. I know how to do grayscale just need to think about how I'll implement it into my game. Version 1.2.1 is soon to come out :D
Title: Re: Flappy Bird
Post by: JacksonML on February 24, 2014, 09:55:38 pm
Version 1.2.1 has been released! See change log in original post!
Title: Re: Flappy Bird - JacksonML
Post by: DJ Omnimaga on February 26, 2014, 10:41:28 pm
Looks nice, but I was wondering if you could make it so that pipes don't disappear instantly at the end of the screen and instead gradually disappear into the edge? JWinslow's game had the opposite problem: Pipes appeared instantly to the right. :P Also maybe make it scroll at 2 pixels intervals so it's faster.
Title: Re: Flappy Bird - JacksonML
Post by: JWinslow23 on February 27, 2014, 12:00:48 pm
Looks nice, but I was wondering if you could make it so that pipes don't disappear instantly at the end of the screen and instead gradually disappear into the edge? JWinslow's game had the opposite problem: Pipes appeared instantly to the right. :P Also maybe make it scroll at 2 pixels intervals so it's faster.

I concur with the DJ.

Seriously, are you redrawing the screen each frame still, or did you change that? Because if you did change it, you can just add some If conditionals in order to draw only part of the pipe as it's leaving the frame. That's what I did with mine.

Also, it just seems a little slow to me, too. Scroll it faster, maybe?