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 altitudes can never collide.
High-altitude orbits are best, where there's more room for more objects.
So circular high-altitude is best, but it's not easy to get there. Standard orbital astromechanics apply: to circularize, thrust at apogee to raise your perigee. Problem is, it's not easy to tell when the bird is at apogee, and it may not even occur before you lose control of the bird and the next appears. Also, the thrusting resolution is rather coarse: if the apogee is any higher than about halfway to the edge, two clicks will send the bird into the barrier, so you only get one attempt. These details and coarse controls make the game a lot harder than it looks, just like the original Flappy.
Finally, if you just need that one more point to break your high score, launch the next bird into the lowest fastest orbit possible. That altitude should be clear if you launched all the other birds higher, and it will register quickly before any more collide. I managed 8 thanks to this.
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.
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.
This is unnecessary - it's functionally equivalent to just waiting a moment before launching for the orbiting birds to progress. There's nothing absolute about the positioning of the launching bird, it's all only relative to the orbiting birds.
Changing the initial launch position makes it easier to choose what area of the planet the periapsis will be over. When I launch the birds, unless I take great care to do otherwise, my periapsis tends to slightly after my launch position.
With periapsis's in different positions, you can get birds into rarely colliding 'resonances' of sorts. Making sure that the periapsis of birds is not over the default starting location is also good to ensure that you do not lose orbiting birds to a pre-launch bird.
"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."
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 :)
I hope I'm not at all stepping on the developer's toes by pointing out you can fullscreen it by going to the iframe's source, where you can also have some fun trying to script it.
I'm in the early stages of designing a junior high programming curriculum and think this may be a great example of an engaging, practical experiment.
Developer here. I've tried to fix some bugs, but the update system on itch.io seems broken and wont let me update the game. I've setup a mirror here : http://corpsmoderne.net/fsp/
I was for awhile after he said it was fixed but it works for me. Try opening it in an incognito tab in case of a caching issue. Otherwise, just use the mirror.
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.
This would be top notch if the images were resized to provide crisp, well-pixelated edges. The spritesheets look great, in and of themselves, but the browsers scale them poorly.
Canvas actually has a context attribute to disable filtering in modern builds of Firefox and Chrome. mozImageSmoothingEnabled/webkitImageSmoothingEnabled, iirc.
One of those birds is in a circular orbit one bird-height above the ground!
Another is in a very eccentric orbit that skims the ground when it comes to the bottom-right of the screen, then almost grazes the asteroids in the top-left.
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/
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.
This game is super fun even though it's a joke. Might I suggest that once your bird has left the cloud layer, all subsequent burns are purely prograde? (To deal with the edge case where the bird reenters the atmosphere, the rule could be that all burns are purely prograde if the bird has ever left the atmosphere). I think a lot of people will play this game and the Hohmann Transfer concept would be a cool thing for them to be able to take away.
it is damn hard to for me to escape the close orbit bird. I have managed that feat a few times but I like getting four out there and seeing how long before they intersect.
I get a serious "solar system" vibe instead of satellite vibe when playing this game, as in how would comets move through a system and such but on a simplified scale
I am very much enjoying the new flappy meme. It's pretty cool that a game came and went and became a legend in such a short time. And now the "flappy" adjective is a byword for simple, nearly impossible games.
Neat idea. Probably would improve if you go with click-hold rather than tap-tap-tap-tap-tap, or at least enable the ability. Also, needs more Mario pipes :)
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.
Is it too much to ask that a web-based clone of a single-input game originally designed for phones and tablets also work on a phone or tablet? Apparently for you, it is. Either that or this was some kind of platform flame. I can never tell any more.
An, I suspected as much. Let me respond in kind, then. Ahem.
Kindly insert the antiquated, unfriendly device that you dignify with the name "proper computer" into your excretory orifice of your choice.
Hmm, not very good. I'm really not very good at platform flames any more. Especially when it's such an unspecific one as "tablet" vs "not tablet". I dunno, I'll take a shot in the dark and urge you to go back to fellating Bill Gates and his heirs, or Linus? Or pick up on the British English and suggest that you go back to your precious Speccy. I mean, really, give me something to work with, man.
I was going on pretty well, really enjoying the game and taking advantage of the fact that I have two mouse buttons (external + laptop's) to avoid breaking a single mouse (or my finger) with so many furious clicks. At some point the X server crashed - I wonder if due to so many clicks, or due to clicking on both mice. Did anyone experience the same issue?
It appears that any mouse or keyboard button works, additively. Tapping any two keys at once will put the bird just above the clouds in one hop. Three rockets it straight into oblivion. Holding down several keys produces impressive fireworks.
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.
>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.
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 altitudes can never collide.
High-altitude orbits are best, where there's more room for more objects.
So circular high-altitude is best, but it's not easy to get there. Standard orbital astromechanics apply: to circularize, thrust at apogee to raise your perigee. Problem is, it's not easy to tell when the bird is at apogee, and it may not even occur before you lose control of the bird and the next appears. Also, the thrusting resolution is rather coarse: if the apogee is any higher than about halfway to the edge, two clicks will send the bird into the barrier, so you only get one attempt. These details and coarse controls make the game a lot harder than it looks, just like the original Flappy.
Finally, if you just need that one more point to break your high score, launch the next bird into the lowest fastest orbit possible. That altitude should be clear if you launched all the other birds higher, and it will register quickly before any more collide. I managed 8 thanks to this.