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Flappy Space Program

corpsmoderne.itch.io

81–90 of 123 posts

Re: Flappy Space Program

#81
post #35

Suggestions. Decrease the number of clicks slightly when using a mouse. The fingers hurt trying to go that fast. Alternatively, add spacebar support. Absolutely unplayable on a phone. Bind to touchdown events on mobile. Click events have a 300ms delay. Make the game full screen for mobile.

Implementing Fastclick.js would make it work on the phone: https://github.com/ftlabs/fastclick

"FastClick is a simple, easy-to-use library for eliminating the 300ms delay between a physical tap and the firing of a click event on mobile browsers. The aim is to make your application feel less laggy and more responsive while avoiding any interference with your current logic."

Re: Flappy Space Program

#83

Excellent game - congrats! Just wondering what the revenue is for your donation button vs having adverts. Also, have you considered creating ios/android apps?

>Just wondering what the revenue is for your donation button vs having adverts.

I doubt he'd make much money with either option. People rarely donate to software projects and you need lots of traffic to make money off of advertising.

Re: Flappy Space Program

#86

Excellent game - congrats! Just wondering what the revenue is for your donation button vs having adverts. Also, have you considered creating ios/android apps?

>Just wondering what the revenue is for your donation button vs having adverts. I doubt he'd make much money with either option. People rarely donate to software projects and you need lots of traffic to make money off of advertising.

From my own sites, I'm averaging $1.50 per 1000 pageviews with adsense adverts.

Re: Flappy Space Program

#87

Earlier quoted context omitted.

The one thing I don't like is that this game's physics don't seem to behave properly. In real life (and in Kerbal Space Program) you burn at apogee to increase the height of your perigee, or burn at perigee to increase the height of your apogee. But that rule doesn't seem to apply to Flappy Space Program, making this game anti-educational. :-(

Hi, dev here. I certify you that the physics are OKish. You should burn at apoapsis to circularize, etc. What prevent you to realize this is that it's hard to know when you're at apo/periapsis, so you're burning with some vertical velocity and that changes how your orbit change. Anyway, this game was really a joke, if you want an educational game, I've also made this: http://deltav.corpsmoderne.net/

You might want to switch from Eulerian integration to Verlet for more stable orbits. http://gamedev.stackexchange.com/questions/15708/how-can-i-i...

Re: Flappy Space Program

#88

I read through the source and was surprised at its simplicity and readability. http://storage.googleapis.com/itchio/tmp/main.js No funky frameworks , just plain old jQuery and some JS. I've just begun learning JS and the source was very informative.

Meh, don't use best practices for assigning functions to variables, but other than that looks pretty readable.

Re: Flappy Space Program

#90
post #59
post #45

Once you figure out the space bar cadence, that Flappy Kessler Syndrome [1] is gonna hit you hard any time above 3 bird's. [1] http://en.wikipedia.org/wiki/Kessler_syndrome

You get the gold medal with 16 flying birds. By the time I reached it I had prevented 12k collisions. Spanning at random position would help to create different orbits.

I've had some success with doing sub-orbital hops before taking off finally for orbit, to move myself to a new launch position. Doesn't really work well if you have birds in orbits with very low peris though.
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