FlappyBird Style Game

I’m looking for a programmer who can make a FlappyBird Style game with me :smile: I already did some sprites for it, instead of mario pipes, I want to put jellyfishes spawning randomly all over the place, here is a picture of the player, which will be a fish instead of a bird pm me if interested! thanks

1507677--85235--$Fish1.PNG1507677--85236--$Jelly2.PNG

1507677--85243--$test.PNG

I want something like this :smile:

GamePlay! still not finished :smile: enjoy

Already Have Sounds For it :smile: just need the programmer

Hey can you put up some screenies of the work you have done so far please? :slight_smile:

I bet you could complete a flappy bird clone in less than a day.

I know right?, lol, yeah I’ll post a screenshot of what I want, the thing is, I want a programmer because I suck at programming, lol so, this should be fairly easy for an intermediate/advanced programmer to code

I was going to see if I could code a floppy bird game in a day the only issues I would have would be the procedural pipe high placement

in this case it’s different, I think I’ll send the jellyfish in pairs, 2 at a time, but with random placements, and I think I’ll ad an eel at the top and at the bottom so if you hit the bottom or the top you die too, and make an electric shock sound when you hit either an eel or a jellyfish :slight_smile: you think you can do that Matt?

I don’t have to much time at the moment (school work and such) but I could give it a go with some basic sprites and send you the scripts after.

I wan’t a team to start little projects like this, I can make the art and someone can program, could be a little group of 2 - 3 people

Sure man, via pm?, I mean, if you want you can help me on it whenever you can

Yeah thats mini project I have on the side. It’s called “When Pigs Fly”.

Just a few days ago, me and a few friends were playing Flappy Bird together. I could not achieve an high score, and said “you know what, I can make the game better.” I’ve got the core gameplay down in like 3 hours. Just gotta do the menu and saving high scores. If you’re interested, I could probably post the source somewhere…

hey :smile: I love FlappyBird, my high score is 205 lol, and I would love to see what you have so far :smile:, I’m pretty much done with the art, just waiting for my programmer to start on it, I’m very excited!

Quick question: Do you have NGUI? I used it for displaying the scores and what not. If not then I’ll change it I guess?

I don’t know how my programmer is gonna keep the score :slight_smile: NGUI should be fine tho

Keep it simple and then release updates. Do all the etching at the start.

If you would like, I can help! I am pretty good with UnityScript (and OK with C#), so if your programmer needs help, I can help!

One week old, and I just happened to see this. But here is a quick way to spawn you jelly fish, or other prefabs, at a random height within a certain range.

using UnityEngine;
using System.Collections; //Needed for Random.Range

public class SpawnScript : MonoBehaviour {

	//If you have more than one type of jellyfish, use this to store them
	//Then you can choose them randomly to spawn.
	//public GameObject[] obj; 

	//This is for a single prefab
	public GameObject obj;
	
	//This was put in just to show in the Inspector that something had spawned.
	//Remove "public" prior to production.
	public GameObject spawned;
	
	//This sets the max and min height of your prefab
	//This way, your prefab will spawn at a different height
	//every time.
	//You will have to alter these two number to fit your needs.
	public float heightMax = 5f;
	public float heightMin = -5f;

	//This sets how often the prefab will spawn.
	public float spawnTime =1.5f;
	
	// Use this for initialization
	void Start () {
		
		//At the start, make a call to your spawn method.
		//Spawn method will then call itself at your given
		//time interval (spawnTime).
		Spawn ();
	}

	//Spawn method. Instantiates your chosen prefab (or prefabs) at a random
	//hight between two constants(heightMax and heightMin). Then calls itself
	//At a given time interval (spawnTime)
	void Spawn()
	{
		//IF YOU ARE USING THE ARRAY GameObject[] obj;
		//Spawn, randomly, one of your prefabs. In range of 0 (first items in the array), to GetLength (last time in array);
		//spawned = obj[Random.Range (0, obj.GetLength(0))];

		//IF YOU ARE USING A SINGLE GameObject obj.
		spawned = obj; //Or replace 'spawned' in the instantiate function with 'obj'.
		
			//Now we have an object prefab to Instantiate. 
			//Instantiate(Our object we just chose for 'spawned', at its normal x and z position
			//But at a random, Y (vertical) position, in the range given in heightMin and heightMax.
			//Also at its normal rotation.
			Instantiate (spawned , new Vector3(transform.position.x,
			                              transform.position.y+(Random.Range(heightMin,heightMax)),
			                              transform.position.z), Quaternion.identity);
										  
			/*IMPORTANT NOTE: The coordinates of your Object, in Local Space, 
			* Will determine its X and Z position and rotation. Make sure you
			* Have your prefab set up and positioned how you want it, before 
			*you make it a prefab (as far as position goes).
                         */
		

		//Call the spawn method again after our given time period 'spawnTime'
		Invoke ("Spawn", spawnTime);
	}
	
	//Could destroy here after a certain time, or create a destroyer object that will destroy off screen.
	//Also, using GameObject[] obj; will work with one or multiple prefabs
	//Using GameObject obj; will only work for one prefab.
}

Looks like a lot, but its mostly comments.

Love the comments man, nothing worse than not understanding someones code because they think they’ve commented enough :stuck_out_tongue: Just a quick question as I’m new to scripting, but why rotation? If it seems to only be up or down on a 2D dimension. Is it to reverse the texture?

There are two methods for Instantiate.

static Object Instantiate(Object original, Vector3 position, Quaternion rotation);
static Object Instantiate(Object original);

So if you want to vary the height, you must use the first one. In which you must specify rotation. For 2D, use Quaternion.Identity.