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Massively multiplayer online Flappy Bird

flapmmo.com

121–130 of 160 posts

Re: Massively multiplayer online Flappy Bird

#123
post #4

It frankly startled me how much more fun and amusing this was than single player flappy bird. I immediately laughed out loud when I saw the first second or so of animation. Bravo! I've recently decided that, for me, if a game design can't be reshaped to being shared with multiple people, I'd rather not make it. To me, games are at their best when they help create shared stories and memories for multiple people. This…

> To me, games are at their best when they help created shared stories and memories for multiple people. Games like Skyrim and Broken Age are still incredible experiences that have thrived as singleplayer experiences. Ask yourself what you want when you talk about shared stories. Both games I mentioned have moments that can be recalled with other players, and while that isn't the same as a shared memory, players stil…

I think that no game is really "single player" for that reason: there's almost always other people to share the experience with, even through non-electronic means. And of course the game creator is also a player - a metaphorical DM who is just not connected live.

Re: Massively multiplayer online Flappy Bird

#124
post #100
post #81

Earlier quoted context omitted.

I think its a disservice that millions of people act like this guy stumbled on a new genre when he didn't. The way the game is played is nearly identical. You either increase your altitude or decrease it. I agree that the consistency of the obstacles is different though.

Every "genre" and gametype you could ever think of has already been done to some extent by someone in the last few decades so to discredit him because it's not a "new genre" is silly. Also, it doesn't really matter if he did something already done or not. What matters is that he did it in a way that was seen as better by a significant amount of people.

I'm calling you on this one. It might not be obvious to us right now, but new game genres will continue to sprout up. Touch (included pinch, swipe, etc.) as an input mechanism is new enough that many genres have only come into being in the past few years or so. Games like Osmos and Kosmo Spin are pretty much unique, the latter I just can't imagine working on anything other than touch. People have surely been saying that all genres have been covered in every medium for the last 60 years, yet new ideas keep getting created.

Re: Massively multiplayer online Flappy Bird

#125

Earlier quoted context omitted.

check out reverse flappy birds, its pretty hilarious http://kookiekrak.itch.io/flappy-pipes p.s. i put it on facebook too! (unity + fb integration is amazing) https://apps.facebook.com/flappypipes

FYI: Requires Unity Web Player. googles "Unity Web Player" linux ... cries P.S: I'm on Chrome and UWP is supposed to work on it, but it doesn't.

I'm on chrome on mac and it doesn't work. I'm not installing plugins to play games.

Re: Massively multiplayer online Flappy Bird

#126
post #46

The phenomenon of this game absolutely boggles my mind. I've read all the articles about this game, and just can't seem to get how it got so popular so quickly. I feel like it's a just a giant troll or something, although I know that's not the case. Also, I still haven't understood the whole "Super Mario World" graphics rip of it?

I think Flappy Bird is a wonderfully well-tuned game. I've yet to see a clone that implements the finer details which made the original shine. Many games introduce difficulty through complexity. Here's a game that's simple to grasp, hard to play, yet not boring or frustrating. I wish this was acknowledged more often, as it might have made the developer feel more comfortable being associated with his game's meteoric s…

The game itself is just a clone of the helicopter flash games. Which is probably a clone of something else.

http://www.addictinggames.com/action-games/helicoptergame.js...

I think flappy bird went viral because of the difficulty.

Re: Massively multiplayer online Flappy Bird

#127
post #66
post #59

Earlier quoted context omitted.

Every time the user dies they know it's their own fault.

As the commenter you are responding to mentioned, the hit-box is much larger than the bird. If your hit-boxes aren't the same size as your sprites, players are frequently going to die when they didn't even appear to hit the pipes. So no, it isn't always the user's fault.

I found the hitbox so frustrating I took an airplay video of several games and was surprised when instant replay showed a 1 pixel collision between the bird and the pipe, when I thought I was clear.

The conspiracist in me wanted to believe the pipes had additional gravity or something that caused me to hit, but practically speaking I wonder if we're simply used to games making hitboxes smaller than the avatar. I certainly noticed that in Jetpack Joyride.

Re: Massively multiplayer online Flappy Bird

#128

Earlier quoted context omitted.

FYI: Requires Unity Web Player. googles "Unity Web Player" linux ... cries P.S: I'm on Chrome and UWP is supposed to work on it, but it doesn't.

What's up with Unity? The Linux desktop publishing preview is a work-in-progress. It's been that way for a while. http://unity3d.com/unity/multiplatform/desktop

That page is referring to the native Linux binaries that Unity can export (which work great and has been available for a while). It's also quite stable so not sure why they're still calling it a preview.

The parent post is referring to the Unity web plugin for Linux which AFAIK does not exist at all (only Windows and Mac support for the browser plugin).

Re: Massively multiplayer online Flappy Bird

#129
post #84
post #37

Earlier quoted context omitted.

Why there is no android version

For the same reason that every other app developer out there works on iOS versions first: you make more money that way. iOS customers spend more money and buy more apps.

Maybe the developers have a Macbook and know iOS?

And if we're going to talk metrics, at the rate that Google Play spending has been exploding, it will be passing the iOS ecosystem sometime very shortly.

By no stretch am I saying that anyone should target Android instead of iOS, but right now if one hits one or the other it is primarily driven by skillsets and not some objective evaluation. Ideally toolsets and skills cross platforms where possible, and it is leaving money on the table to ignore either.

Re: Massively multiplayer online Flappy Bird

#130
post #46

Earlier quoted context omitted.

I think Flappy Bird is a wonderfully well-tuned game. I've yet to see a clone that implements the finer details which made the original shine. Many games introduce difficulty through complexity. Here's a game that's simple to grasp, hard to play, yet not boring or frustrating. I wish this was acknowledged more often, as it might have made the developer feel more comfortable being associated with his game's meteoric s…

Agreed 100%. That's something that's becoming more evident to me with each new clone that pops up. The pipe gap, the distance between the pipes, the relationship between the height of your flap and gap of the pipes. The tuning of the gravity, etc. It's all incredibly well done and it's why it's so engaging. If I were to make a clone I would copy all of these properties exactly.

Let distance between ground and top of screen=100. Bird position after a flap at y=y0, time=t0:

y(t) = y0 + 13.8 - 147 * (t - t0 + 0.288)^2

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