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I started to write Atomic Flappy Bird
http://www.retrosoftware.co.uk/forum/viewtopic.php?f=19&t=910
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Author:  oss003 [ Wed Jul 30, 2014 9:25 pm ]
Post subject:  I started to write Atomic Flappy Bird

Hi guys,

Tricky did inspire me with his Phoenix game to write a game from scratch. Until now I did a few BBC to Atom conversions of games but never wrote one from the start.

Then Flagon Bird appeared, a Dragon version of Flappy Bird from Bosco:
https://www.youtube.com/watch?v=HiTOYig4-bk
Because the Atom and the Dragon have the same video processor, the 6847, this looked like a nice candidate. You can see the results until now at:

Phase 1: https://www.youtube.com/watch?v=DnE-jjGy-pc
- Defining a lot of graphics
- Writing a character based pixel shifted engine

Phase 2: https://www.youtube.com/watch?v=ClzDUk6K3VE
- Added front intro screen
- Added a Flappy moving routine depending on speed and gravity

Still a lot to do but the start is made.

Greetings
Kees

Author:  tricky [ Thu Jul 31, 2014 12:46 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

Great start.
I guess its on the to do list, but if you have the memory, you could make pre-baked versions of pipe+background and get rid of the blobby green bits ;)

Author:  oss003 [ Mon Aug 04, 2014 7:55 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

Hi guys,

time for another update of Atomic Flappy Bird:

Phase 3: https://www.youtube.com/watch?v=v--3FlPYXV8
- Title screen added
- Flappy plot routine improved, no green pixels
- Hit routine flappy/pipes added including falling routine
- Game Over screen added

Next time I'll explain how the scrolling routine works.

Greetings
Kees

Author:  Cybershark [ Wed Aug 06, 2014 3:00 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

Great work, but the game just doesn't look very interesting to play? It looks about as challenging as that Nyan Cat game. I'm just not seeing any increase in difficulty as the bird progresses? But maybe that is yet to come :)

This concept reminds me a little of another 1-key game - Canabalt (which just keeps on getting progressively faster!). So who's up for coding that onto an Acorn platform? :lol:

Author:  oss003 [ Wed Aug 06, 2014 8:24 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

Hi Cybershark,

you're right, it's not getting more difficult but it's all a matter of concentration. One mistake is enough to hit the pipes.

On the other hand, this is one of the better looking games for the Atom, even in CLEAR3, and it was fun to do....... :D Now I have a new game engine which can be used for other games.

Canabalt is a nice game but not a good game for Atomic conversion because the Atom doesn't have hardware scrolling.

Greetings
Kees

Author:  tricky [ Wed Aug 06, 2014 8:32 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

I'm just glad to see more games being made here :)
Where is yours CyberShark :o

Author:  oss003 [ Wed Aug 06, 2014 4:00 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

Hi guys,

as promised, an explanation about how the scroll routine works:

Current screen array:

The Atom screen in CLEAR3 colour mode has 128 x 96 pixels. Because a byte has 4 coloured pixels, you can define a tile of 4 x 8 coloured pixels. The complete screen can be stored in a 32 x 12 byte array. This array is called scr_current or the current screen array.

I use bit 7 of a byte in the array to mark the tile as changed. This means that we can use 128 tiles which can all be marked as changed.

The main loop reads the current screen array and plots the tiles which are changed. Then it clears bit 7 of the changed tile and stores the byte in the array.

Animation pipes:

The idea is that every tile nr has an animation jump address. Because you can define 128 tiles, 128 animation jump addresses are stored in a table. One extra animation address is defined for no animation. Eg. to rotate 8 tiles after each other, you have to define animation routine1:

Animation1:
- Increment tile nr
- If tile nr=48 then tile nr=40
- Mark tile as changed, bit7=1
- Store tile nr in scr_current array

If you want tile nr 40 to rotate, change animation jump address40 into the address of routine Animation1. Every loop tilenr 40 is incremented and if the tile nr=48 then it will become 40.

This is how the pipes are scrolling. Because a byte has 4 coloured pixels, you have to design 4 pre-shifted tiles to become a pixel scroll.

Score digits:

Displaying the score works like this:
- Executing all animations
- Backup part of the current screen array (where the digits are positioned)
- Copy the number tiles into the current screen array and mark them as changed
- Update screen
- Restore part of the current screen array

That's why the digits are displayed without flickering.

Phase4: https://www.youtube.com/watch?v=Kt4FACMY6IE
- Score routine added
- Score digits added

Greetings
Kees

Author:  Wood [ Thu Aug 07, 2014 9:54 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

Looking great oss :D

Author:  oss003 [ Sat Aug 09, 2014 10:43 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

Hi guys,

a small update this time:

Phase5: https://www.youtube.com/watch?v=Yo_0-itJsC0

- Added textscroller in the title screen
- Added scoreboard in the Game Over screen

Next phase:

- Add score/highscore in scoreboard

Greetings
Kees

Author:  Cybershark [ Tue Aug 12, 2014 3:16 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

tricky wrote:
I'm just glad to see more games being made here :)

Absolutely! Particularly original creations such as this :)

tricky wrote:
Where is yours CyberShark :o

Ha, I never moved far enough out of BASIC to create anything remotely playable :oops:

Author:  oss003 [ Thu Aug 14, 2014 8:35 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

Ok guys,

this is the FINAL PHASE ....... :o

Atomic Flappy Bird is finished!!

Final Phase: https://www.youtube.com/watch?v=pfNotQIRrDw
- Improved textscroller
- Added score/highscore digits to scoreboard
- Added rank to scoreboard
- Added third digit to score if someone exceeds to pass 99 pipes

I will publish it soon on this site.

Greetings
Kees

Author:  DavidB [ Thu Aug 14, 2014 8:46 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

Well done! :D

Should we move this thread to a new "I thought about programming ... then just went ahead and did it" topic? :lol:

Author:  oss003 [ Thu Aug 14, 2014 8:53 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

DavidB wrote:
Well done! :D

Should we move this thread to a new "I thought about programming ... then just went ahead and did it" topic? :lol:
Yes, a new topic ... but you have to add ".... in my vacation" because most of my conversions were also written in a vacation .... :lol:

Greetings
Kees

Author:  CMcDougall [ Thu Aug 14, 2014 10:21 pm ]
Post subject:  Re: I started to write Atomic Flappy Bird

:o 8-)
great work Kees, also a high score of 10!! :shock:

..... not another one for me to make the tape :)

Can't wait to play it on mine ;)

Cheers, Col.

Author:  tricky [ Fri Aug 15, 2014 5:17 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

Well done, that last bits are the hardest for me ;)

Author:  tricky [ Wed Aug 27, 2014 9:08 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

Will we be seeing "Atomic Swing Copters"?

Author:  oss003 [ Wed Aug 27, 2014 9:20 am ]
Post subject:  Re: I started to write Atomic Flappy Bird

Hmmmm ...... :roll:

:lol: :lol:

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