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#1 zbox

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Posted 08 February 2014 - 05:36 PM

Here is a quick Flappy Bird clone I whipped up, feel free to do whatever you wish with it :)

 

There are some comments thrown about and most of the elements of the game can be modified through in house variables (ie space between pipes and height, gravity and tap thrust) and all the sprites should be interchangeable and size independent (probably ;) )

 

Download: https://app.box.com/...qxmmxbchw1ufc7f

 

Screenshots:

 

f6PrNLQ.png             AYUjOEW.png


Edited by zbox, 08 February 2014 - 06:03 PM.

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#2 Shadowrend

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Posted 08 February 2014 - 05:51 PM

It has less bugs than the "original" one!


Edited by Shadowrend, 08 February 2014 - 09:12 PM.

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#3 OneManP

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Posted 08 February 2014 - 07:01 PM

It has less bugs than the original one!

True :D


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#4 Chinafreak

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Posted 08 February 2014 - 08:12 PM

this is awesome :D and It's make more fun, because there is less bugs!


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#5 dadio

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Posted 08 February 2014 - 09:03 PM

Lulz. Dem gr8 mobile gaemz. Dey jus keep gettin' bettar & bettar! :sorcerer:

Fair play to the original creator of this. He must be laughing his a$$ off all da way to the bank. :yes:

 

Also, nice job on da clone.

Probably gunna see a *whole* lotta "Blaffy Firds" type clones on da appstore real soon now cos a dis... :bunny:


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AczgxAZ.png5aj9t5.jpg
 


#6 Shadowrend

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Posted 08 February 2014 - 09:10 PM

Lulz. Dem gr8 mobile gaemz. Dey jus keep gettin' bettar & bettar! :sorcerer:

Fair play to the original creator of th...

Original Creator?

ORIGINAL?

ORIGINAL?!

¡¡¿ORIGINAL?!!

¡¡¿ORIGINAL?!!

 

gfs_18739_2_29.jpg

    +

glider_mac_os_x.png

= Flappy Birds


Edited by Shadowrend, 08 February 2014 - 09:11 PM.

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#7 dadio

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Posted 08 February 2014 - 09:39 PM

Apparently he's pulling it down in aroundabout ~20 hours...

Well played sir, well played. :pirate:


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#8 Shadowrend

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Posted 08 February 2014 - 09:41 PM

Just enough time for him to go to his house in Dubai when the next $50k settle on his Swiss bank account.


Edited by Shadowrend, 08 February 2014 - 09:41 PM.

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#9 Shadowrend

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Posted 09 February 2014 - 02:26 AM

Here is my game called "FlappyCage" done in impressive 6 minutes!

 

https://dl.dropboxus.../FlappyCage.exe


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#10 Greenhawk

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Posted 09 February 2014 - 02:27 AM

This is amazing bro downloading


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#11 zbox

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Posted 09 February 2014 - 03:22 AM

Here is my game called "FlappyCage" done in impressive 6 minutes!

 

https://dl.dropboxus.../FlappyCage.exe

wow this iz truly amasing just goes to show what we can do with todays technology

 

xD In all seriousness though... I've decided not to hate on the guy that made Flappy bird too much... I mean the reason I think honestly that we don't like it is because he has wrote less code than we probably have, and yet is making much much much more with one game than we will make ever... (citation http://phandroid.com...in-app-ads-wow/ )

 

But ohwell its a bit of fun :P Up his for making such a ****e game and doing so damn well with it :P Keep those beautiful nicholas cage style flappy bird forks coming, that was a beautiful experience :')

 

See you guys on the app stores... I'm finishing up my clone tonight hopefully and we can all come back here and discuss how much money we make by flooding a clone with ads! 


Edited by zbox, 09 February 2014 - 03:23 AM.

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#12 gmpower99

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Posted 09 February 2014 - 10:52 AM

Hey Bro

 

How can I save the highscore in Android?

 

Thanks


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#13 OneManP

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Posted 09 February 2014 - 11:14 AM

Hey Bro

 

How can I save the highscore in Android?

 

Thanks

ini file if you arent familiar with ini in gml use extension http://gmc.yoyogames...howtopic=609964


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#14 gmpower99

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Posted 09 February 2014 - 11:49 AM

 

Hey Bro

 

How can I save the highscore in Android?

 

Thanks

ini file if you arent familiar with ini in gml use extension http://gmc.yoyogames...howtopic=609964

 

 

Yes saw that theard but I just don't find out, in which code i have to load and in witch to save the score...

 

Any ideas?


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#15 zbox

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Posted 09 February 2014 - 04:09 PM

I'm not sure it can get any easier but I will spoon feed it to you anyway seeing as there is an engine here too :P
On game start:

if file_exists(working_directory+"save.ini")

global.pipes = load_ini_real("save.ini","scores","top");

 

On new highscore:

save_ini_real("save.ini","scores","top",global.pipes);

 


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#16 dadio

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Posted 09 February 2014 - 07:08 PM

Pretty cool.

The clones have already started coming onto da stores, lol! :teehee:


Edited by dadio, 09 February 2014 - 08:11 PM.

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AczgxAZ.png5aj9t5.jpg
 


#17 MarteenGreen

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Posted 10 February 2014 - 09:52 AM

How exactly do you change the sprites?

I'm trying to change the bird (which is 12x17) to a sprite that is 64x64, but it's too big.
So I scale it down, but it becomes way too blurry.

Help?
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#18 OneManP

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Posted 10 February 2014 - 11:13 AM

How exactly do you change the sprites?

I'm trying to change the bird (which is 12x17) to a sprite that is 64x64, but it's too big.
So I scale it down, but it becomes way too blurry.

Help?

You need to recode the player object sizes.


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#19 Game_Dev

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Posted 10 February 2014 - 11:18 AM

I definitely need to ask one question, unlike the real one, do you die when you actually *hit* the pipe, or rather die when you hit the air near the pipe??


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#20 uelsimon

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Posted 10 February 2014 - 12:15 PM

Very nicely done.


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#21 zbox

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Posted 10 February 2014 - 03:03 PM

I definitely need to ask one question, unlike the real one, do you die when you actually *hit* the pipe, or rather die when you hit the air near the pipe??

I'm pretty sure precise collisions are on so yes :)

 

How exactly do you change the sprites?

I'm trying to change the bird (which is 12x17) to a sprite that is 64x64, but it's too big.
So I scale it down, but it becomes way too blurry.

Help?

Try playing around with the inbuilt "SCALE" constant, its normally set to 1, but if you double the room width and height and change the SCALE constant to 2, you'll be able to draw higher res sprites without them becoming distorted


Edited by zbox, 10 February 2014 - 05:02 PM.

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#22 MarteenGreen

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Posted 10 February 2014 - 10:02 PM

Thanks! I just changed the scale in the object players code.

 

Now I'm having trouble customizing the pipes! :(

 

I wanna make it a 24 x 5 sprite instead of a 24 x 1 sprite.

 

When I do this, the game gets really funky and my new sprite gets scattered up through the ceiling and below the level. Help?


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#23 zbox

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Posted 11 February 2014 - 07:26 AM

Thanks! I just changed the scale in the object players code.

 

Now I'm having trouble customizing the pipes! :(

 

I wanna make it a 24 x 5 sprite instead of a 24 x 1 sprite.

 

When I do this, the game gets really funky and my new sprite gets scattered up through the ceiling and below the level. Help?

The 24*1 sprite is just to save storage space, seeing as the sprite is vertically identical at every row of pixel, so you can therefore stretch it up as much as you want and it will still look good. With 5px height itll be stretched to look weird... IE if you have a pipe 100PX high each row of pixels in your 24*5 sprite will be drawn as 20 (100/5) pixels in the game. But if this is what you want then all you need to do is divide the yscale by the number of pixels in the height of the sprite, in your case, 5 :)


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#24 thereehldeal

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Posted 11 February 2014 - 10:08 AM

The file doesn't show up when I try to open it. 


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#25 zbox

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Posted 11 February 2014 - 11:32 AM

The file doesn't show up when I try to open it. 

A) This is a problem on your end because it works for me and most of the other people here fine :P
B) Can I have some more specifics please? I'll try my best to give you a hand :)


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#26 BlueDeath

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Posted 11 February 2014 - 11:36 PM

I made clones too:
https://play.google....es.FlappyCupido
https://play.google....ames.FlappyCrow


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Published games: https://play.google....te Rabbit Games


#27 thereehldeal

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Posted 12 February 2014 - 12:29 AM

I have free version of studio and the target is set for Windows, does that have something to do with it not opening?  I just got studio so I'm still figuring things out.  For example:  I open game maker, then open my projects folder, but the file does not show up in there for some reason.  Make sense?  I'll do my best to further explain if needed. 


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#28 thereehldeal

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Posted 12 February 2014 - 12:35 AM

WAIT!  I just tried IMPORTING it, instead of opening it, and it worked.  Nevermind, think I got it.  I'm not a game maker noob mind you, just a STUDIO noob, and a community noob. 


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#29 Shadowrend

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Posted 12 February 2014 - 01:59 AM

Just don't double post. Edit it instead.


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#30 thereehldeal

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Posted 12 February 2014 - 02:36 AM

Duly noted. 


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#31 Nocturne

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Posted 14 February 2014 - 09:50 AM

I have removed a number of off-topic posts from this topic. if you guys want to discuss how to do other things, then make a new topic or use the PM system, but do not derail other people's topics with things that are not relevant to the OP.


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U1FVsm3.png

40799.png


#32 Shadowrend

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Posted 14 February 2014 - 02:18 PM

Noc you're making me look bad! :D

oPbBD.jpg


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#33 messytweets

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Posted 14 February 2014 - 04:23 PM

Ok I appreciate my post got deleted.

 

Can someone help me with the score, well, keeping it more specifically.

 

I've tried a couple of things, but I am very new to this and I'm pretty much learning by tutorials and just playing around changing variables.

 

This is the objControl code

texture_set_blending(false); //we wont be needing this for our ****ey game
texture_set_interpolation(false);

groundx = 0;
groundy = room_height-background_get_height(background1)*SCALE;
//views
view_enabled = 1;
view_wview[0] = room_width;
view_hview[0] = room_height;
if (os_type == os_windows || os_type == os_macosx || os_type == os_linux) //multiplatform goodnesses
{
    scr_h = display_get_height()-50; scr_w = floor(scr_h*720/1280);
    view_wport[0] = scr_w;
    view_hport[0] = scr_h;
    window_set_size(scr_w,scr_h);
    window_set_position(0,0);
}
view_visible[0] = 1;
dc=c_white;

//Make stuffs happen
global.pipes = 0; //Score
global.d = .5; //potentially can be used for delta timing
global.worldSpeed = 2*SCALE;

instance_create(room_width/5,room_height/2.5,objPlayer); //only going to be one player object at a time, no need to record the id

dist = 1.70; //distribution of pipes (ie approximately how many will be on screen at once)

tileNo = ceil(room_width/background_get_width(background1))+ceil(global.worldSpeed/background_get_width(background1));
playArea = room_height-background_get_height(background1);

display_set_gui_size(room_width,room_height);

tut=1;

timer[0]=-1;

menuY = room_height;
fade = 0.001;

//The SCALE constant is for when I was mucking around with different resolutions but it still should work, i think

I tried a couple of things, and got errors saying it cannot find the .ini file. Maybe I'm doing something wrong, in that I am not creating it correctly?

 

Should I be putting this in rooms, or in objcontrol?

 

I'd ever pay someone over Paypal just to show me how to save scores on Android :)


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#34 MarteenGreen

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Posted 14 February 2014 - 08:54 PM

The 24*1 sprite is just to save storage space, seeing as the sprite is vertically identical at every row of pixel, so you can therefore stretch it up as much as you want and it will still look good. With 5px height itll be stretched to look weird... IE if you have a pipe 100PX high each row of pixels in your 24*5 sprite will be drawn as 20 (100/5) pixels in the game. But if this is what you want then all you need to do is divide the yscale by the number of pixels in the height of the sprite, in your case, 5 :)


I tried changing the yscale in the draw event of the objPipe and still it doesn't look right :(

I'm trying to understand your code, but it's really hard.

Edited by MarteenGreen, 14 February 2014 - 08:55 PM.

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#35 zbox

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Posted 14 February 2014 - 11:18 PM

 

The 24*1 sprite is just to save storage space, seeing as the sprite is vertically identical at every row of pixel, so you can therefore stretch it up as much as you want and it will still look good. With 5px height itll be stretched to look weird... IE if you have a pipe 100PX high each row of pixels in your 24*5 sprite will be drawn as 20 (100/5) pixels in the game. But if this is what you want then all you need to do is divide the yscale by the number of pixels in the height of the sprite, in your case, 5 :)


I tried changing the yscale in the draw event of the objPipe and still it doesn't look right :(

I'm trying to understand your code, but it's really hard.

Inbox me with a screenshot :)


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#36 theweirdn8

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Posted 15 February 2014 - 07:58 AM

Great project.

 

Behold: Flappy Phoenix. LOL in SD!

 

 

If you wanted a little dramatic spin on the reason the bird flaps...


Edited by theweirdn8, 15 February 2014 - 08:39 AM.

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[My milkshake brings all the boys to the yard]


2h2fg3c.png


#37 zbox

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Posted 15 February 2014 - 09:15 AM

Great project.

 

Behold: Flappy Phoenix. LOL in SD!

 

 

If you wanted a little dramatic spin on the reason the bird flaps...

xD

 

Thanks for crediting and giving the source too, much appreciated :)


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#38 upatseb

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Posted 16 February 2014 - 02:18 PM

My contribution to the madness:

 

http://grandesexitos.es/FlappyBill/

 

:P

 

Thanks!


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#39 Mateus Sales

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Posted 18 February 2014 - 12:55 PM

Can somebody help me ?

I can play the game with GM, but everytime i try to compile into an .EXE file it shows me an error.

5V5zmVE.pngdk0aTDH.pngODnKCx5.png

 

I really liked this engine, and want to make my version for android, if someone can help me to fix this error, i'll be so thankful !


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#40 matiascarpello

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Posted 19 February 2014 - 11:54 AM

:sick:  I'm desperate, I can not get to save record the highest score in Android. Help please


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#41 matiascarpello

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Posted 19 February 2014 - 12:03 PM

Ok I appreciate my post got deleted.

 

Can someone help me with the score, well, keeping it more specifically.

 

I've tried a couple of things, but I am very new to this and I'm pretty much learning by tutorials and just playing around changing variables.

 

This is the objControl code

texture_set_blending(false); //we wont be needing this for our ****ey game
texture_set_interpolation(false);

groundx = 0;
groundy = room_height-background_get_height(background1)*SCALE;
//views
view_enabled = 1;
view_wview[0] = room_width;
view_hview[0] = room_height;
if (os_type == os_windows || os_type == os_macosx || os_type == os_linux) //multiplatform goodnesses
{
    scr_h = display_get_height()-50; scr_w = floor(scr_h*720/1280);
    view_wport[0] = scr_w;
    view_hport[0] = scr_h;
    window_set_size(scr_w,scr_h);
    window_set_position(0,0);
}
view_visible[0] = 1;
dc=c_white;

//Make stuffs happen
global.pipes = 0; //Score
global.d = .5; //potentially can be used for delta timing
global.worldSpeed = 2*SCALE;

instance_create(room_width/5,room_height/2.5,objPlayer); //only going to be one player object at a time, no need to record the id

dist = 1.70; //distribution of pipes (ie approximately how many will be on screen at once)

tileNo = ceil(room_width/background_get_width(background1))+ceil(global.worldSpeed/background_get_width(background1));
playArea = room_height-background_get_height(background1);

display_set_gui_size(room_width,room_height);

tut=1;

timer[0]=-1;

menuY = room_height;
fade = 0.001;

//The SCALE constant is for when I was mucking around with different resolutions but it still should work, i think

I tried a couple of things, and got errors saying it cannot find the .ini file. Maybe I'm doing something wrong, in that I am not creating it correctly?

 

Should I be putting this in rooms, or in objcontrol?

 

I'd ever pay someone over Paypal just to show me how to save scores on Android :)

 

I'm just like you. I do not get the highest score save :(


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#42 Synt3tix

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Posted 21 February 2014 - 04:26 AM

The high score resets everytime i open the game.
How can i fix this?

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#43 Shadowrend

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Posted 21 February 2014 - 06:15 AM

By saving it externally.
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#44 Synt3tix

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Posted 21 February 2014 - 08:30 PM

Can someone show me the example of how to save the score externally on Android?


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#45 Synt3tix

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Posted 21 February 2014 - 08:37 PM

Which part of the code is responsible for high score?


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#46 Shadowrend

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Posted 21 February 2014 - 08:49 PM

Do not spam. Read the forum rules.


Edited by Shadowrend, 21 February 2014 - 08:50 PM.

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#47 zbox

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Posted 26 February 2014 - 12:50 AM

Well everyone for some reason it took a loooot longer than I expected but anyway, here you go, based entirely off this engine, my new awful game called Crappy Bird!!

https://play.google....dios.CrappyBird

Enjoy my friends ;)


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#48 matiascarpello

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Posted 26 February 2014 - 05:00 PM

Well everyone for some reason it took a loooot longer than I expected but anyway, here you go, based entirely off this engine, my new awful game called Crappy Bird!!

https://play.google....dios.CrappyBird

Enjoy my friends ;)

 

I greatly appreciate the input, but I'm desperate, I do not get how you run recorded the highest puntiuacion. Please help


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#49 SlantingSea

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Posted 03 March 2014 - 09:21 AM

[nevermind]


Edited by SlantingSea, 03 March 2014 - 09:25 AM.

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#50 MoonliMin

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Posted 03 March 2014 - 09:54 AM

Can someone, by chance, reupload this flappy birds clone in a .gmx file? My GM Studio errors whenever I try to open a .gmz :/


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