01 June 2014, 22:50 | #1 |
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Flappy Bird Test File
Hi all
Have been playing with Blitz Basic for a few months and have come up with a basic Flappy Bird clone (sorry!) which in theory should run on A500 - A4000. Graphics are in 16 colours (started with 32 but felt this was making the game too slow). Runs ok on my A1200 @50mhz but have no idea how it runs on anything else? Although I have optimised the code a bit, this is not written anyway efficently and I just want to see how it works on other systems - hopefully giving me an indication of how fast Blitz really is. Have used Winuae to write the game but I am not convinced that Winuae is quite as accurate as it reckons as the game was definetly running slower on my real Amiga even though I had them set up identically. Anyway, please download and have a go and post here how it runs on your system and what your specs are. If anyone is interested I have programmed this as I would on PC Blitz and currently use Blits to put everything on the screen and ClipBit the pipes (which are 64x170 pixels). I also Blit 2 black rectangles and the floor (using the block command) to create the illusion of the pipes scrolling smoothly on/off the screen. This gives a reduced screen width which is ok as this is Flappy Bird and I am trying to recreate the feel of the original (which other versions tend to lose in my opinion). I intend to make this more of a complete games as at the moment it doens't get any harder (although it is easier than the original ever was). I also have various ways of speeding up the code including: 1. Using sprites for the pips and bird (if I can ever understand how to use them) and no double buffering - could be the fastest option? 2. Using a tile map screen for the pipes (although this would make them harder to move up and down as well as scroll right to left) and hardware scroll with a possible copy from back to front screen? 3. Use extra wide screen and hardware scrolling and Blit pipes as requires. This would be much faster as fewer Blits would be required? This would also invovled dual screens. I would like to include moving pipes which would be easy with the code as it is (or if sprites work) but would be more problematic with options 2. and 3. above. Currently increasing the number of pipes would not be an option (too slow) and this would alos be the case with sprtes (not enough) but would not be a problem with the tilemap version. Decisions, decisions! Anyway, hope you like what I have done. Last edited by Havie; 01 June 2014 at 22:54. Reason: Muppet typos! |
01 June 2014, 22:59 | #2 |
Puttymoon inhabitant
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Sorry to be negative, but I think it is the most stupid game of the year, supported with enormous hype. Thank you for making a game for Amiga, though.
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01 June 2014, 23:05 | #3 |
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Don't disagree with you but seemed simple enough to make at the time and my little boy loves it so why not? I have learnt an awful lot about using Blitz Basic (again - forgotten from years back) so I don't think my time has been wasted?
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01 June 2014, 23:23 | #4 |
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01 June 2014, 23:25 | #5 |
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Yes, AGA and ECS which may have more advanced graphics. New games are always welcome, just play what you like.
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01 June 2014, 23:27 | #6 |
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Yep - have seen but tried to make mine more in keeping with the original.
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01 June 2014, 23:34 | #7 |
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After you succeed you are ready for coding the new ultimate Amiga shooter in best traditions of Project X etc!
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02 June 2014, 00:06 | #8 |
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Tested on my A1200 with and without the 030/50 active. Played identically on both configs, that is perfectly well but it didn't feel that smooth though- I don't think the low-res of the player sprite helped but I realise that can be fixed easily. The actual scrolling seemed consistent and steady without any perceiptle variance inthe frames per sec it ran at.
Since there is already a Flappy bIrd clone on the Amiga you could change it to clone Splashy Fish instead ;-) Also, might be cool if you put a little frame around the playfield to look like a smartphone |
02 June 2014, 07:27 | #9 | |
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Quote:
Having said that I do not wish to insult the developer of this game. Any new game for Amiga is a great thing. |
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02 June 2014, 13:14 | #10 | |
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Havie: I commend you for your effort on making a version that actually runs in slower, stock hardware! Your version is decent enough for a first try and I'll be looking forward to your future projects. It is indeed a simple game to try to do if you are learning. Big ups |
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02 June 2014, 13:21 | #11 |
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02 June 2014, 14:11 | #12 |
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Wake me up when it runs at 50fps on a stock A500.
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02 June 2014, 14:43 | #13 |
Natteravn
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It looks quite close to the original. Very well done!
And it seems a bit easier than the original, but I don't know why (openings are bigger?). |
02 June 2014, 16:50 | #14 |
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02 June 2014, 19:32 | #15 |
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On B1260/50 i just see short a "0" on a Black Screen and than the sytem reboots.
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02 June 2014, 20:28 | #16 |
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A solid effort! I'm sure you will improve it with some ingenuity! Runs fine on B1230/50. I wonder if there are some opcodes used by BLITZ2 that just don't sit well with 060's, a real shame, but it sounds like Amiblitz could have that covered at least.
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02 June 2014, 21:39 | #17 | |
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Quote:
Thanks for all the comments guys - will take them on board and spend a little more time making this a bit more challenging. I really like the idea of a smartphone frame so long as it looks ok in limited colours. More to follow soon and then I might convert one of my other games to create something a little more original. Last edited by TCD; 03 June 2014 at 06:37. Reason: Back-to-back posts merged |
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03 June 2014, 01:31 | #18 |
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Not bad,
I like :-) |
03 June 2014, 04:56 | #19 |
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03 June 2014, 05:49 | #20 |
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