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Flappy Space Program

corpsmoderne.itch.io

111–120 of 123 posts

Re: Flappy Space Program

#112
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.

It was really not fun for me until I realized that once the window has focus any key press gives a little boost. Its much more comfortable to stroke each key on the home row in rapid succession than to pound on one key :)

Re: Flappy Space Program

#114
Out of all the Flappy variants, I played this one the longest (20 sec) and had the most fun with it! Kudos! I could really see a lot of people buying this as an iPhone program.

Re: Flappy Space Program

#115

Doesn't work on my ipad (ios7). The screen just tries to constantly resize to fit all the content, and my taps are thrown away before they ever get to the game. The recent "Flappy Bert" http://www.sesamestreet.org/cms-static/flappy_bert/ doesn't have this problem.

Get yourself a proper computer.

Re: Flappy Space Program

#116
post #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.

What are the best practices for assigning functions to variables?

Re: Flappy Space Program

#117
post #65

It's an infinite game -- you don't die and score can go both up and down. This is a new kind of game for me.

Never tried to play Kerbal Space Program, or Minecraft, or... well... pretty much every sandbox game out there? ;).

Neither of those have hard point metrics, psychologically it's a different to see a number that represents your progress in the game drop to zero in a spectacular three bird crash.

Re: Flappy Space Program

#118
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.

space bar, how appropriate..

Friends don't let friends launch drunk.

Re: Flappy Space Program

#119
post #40

Earlier quoted context omitted.

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/

+1 for the delta-v game! Here's a reddit thread about the game with a "high score list": http://www.reddit.com/r/gravity_games/comments/1fks9v/oc_del... If anyone wants to test out their orbital mechanics skillz, you can try to beat my unofficial world record, a grand tour of the Jovian moons: http://deltav.corpsmoderne.net/game.html?s=Jupiter&prg=QlVST...

I took on your challenge, determined to do it from scratch with no copying, and I have this:

http://deltav.corpsmoderne.net/game.html?s=Jupiter&prg=QlVST...

More points, due to orbits of and impact with Jupiter, but slightly less efficient and elegant overall I dare say - some burns not really at peri-/apo-apsis, and my orbits are generally higher and less circular. Kudos also for motivating me.

Re: Flappy Space Program

#120
post #104

I'm incapable of playing something like this without laying out some strategic principles: When launching, hover the bird at the edge of the atmosphere for a few clicks, to give it time to tilt into horizontal orientation, so your thrust can affect the orbital parameters. If you don't do this, you'll just thrust vertically into the outer barrier. Circular orbits are best. Two objects in circular orbits at different a…

Perfect! Thats almost all the points covered, and it took me an hour to get to this. Although, I should say, it was more like a physics practical tutorial, I learnt to apply thrust at apogee, say, just by intuition. So since this game is based on physics, there has to be strategy.
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