Looking for a super quick turn around clone of "Flappy Bird"

Hello, 

We’re looking for a developer that’s able to do a “Flappy Bird” clone in under 48 hours. We would provide all or most of the graphic elements. 

We would be able to pay a deposit via paypal, and then the remainder on completion. We can pay the remainder via paypal or bitcoin. 

Must have at least one reference game. Only serious developers! 

Contact us ASAP via a forum reply as we are going to push forward on this quickly. 

Thanks! 

Contact RagDog Studios. They already have a template out for this . See at http://ragdogstudios.com/

I don’t know which emotion is stronger: frustration at the mania to clone something popular without adding anything new, or satisfaction in the fact that me putting out an app with personality will automatically set it apart. Make no mistake, I’d rather feel neither.

@Panc

We used to do lots of original software. The problem is by the time you get something out and polished, the train has left the station. Not to mention Mobclix going bankrupt and not paying us $85K that they owed us hurt us beyond repair.  I need to feed my family…

C’mon man. I’m not trying to tell you that your family should go hungry. I do feel some type of way about you apparently being promised $85k, not getting it, and now cloning something successful to, I assume, make up that dollar amount. Is it really that easy? I also have a family, and a day job, and, like many of us, countless other responsibilities. Can I just make a clone of “Angry Birds” or “Clash of Clans” and make a mint? @ksan, how say you?

What do I know… I’m just a humble widget warrior…  :slight_smile:

Hi,
as ksan kindly said, we’ve got a template currently going pretty wild that might be just what you need (;
http://ragdogstudios.com/?product=flappy-bird-template-for-corona-sdk

We also do work for hire, so if you need a reskin (or a part of it) and additional features, just contact us at support@ragdogstudios.com

@Panc software, I get the “ethic” point of view, but from a purely business perspective, there’s nothing wrong in give it a try. It could also be the start to raise money to bring that better but more complicated project out, or to give the company some momentum. Surely it might not feel as satisfying as having set a trend rather than following one, but when income is a necessity and not a nice bonus, one might try one thing or two that he wouldn’t have initially done for passion/pride (:

Let me say this: @andyarnott, I’m not angry at you at all. I’m frustrated at the fervor that comes when something is popular, and there is a feeding frenzy to ride it’s coattails to the easy buck. It happened with Angry Birds, it happened with Temple Run, it happened with Doodle Jump, and now it’s happening with Flappy Bird. You can see a ton of posts from people asking how to make a game like X or like Y in the Corona forums.

It should be plain by now that I’m more displeased with the fact that I am working on something that I think is interesting. It’s not ground-breaking, but I think it’s worth 2 bucks and half an hour every other day out of someone’s life. However, by the time it’s done, polished and out the door, I am beside myself with terror that it’s going to be overshadowed by “The Next Big Thing”.

I’m not trying to say you’re a bad person, and I’m not saying you shouldn’t do what you’re doing. I’m saying the fact that this is a viable option in mobile development rankles me. RANKLES, I SAY!

You should be able to create a Flappy Bird clone in 3 or 4 hours (less the social part). A friend of mind created Jumping Cat in 8 hours (with something else than Corona). The mechanic is not the key for the success, it’s more a kind of magic…

@Panc software - i’m of your mind.

The guy behind flappy birds is from Vietnam - and appears to be the one man indie developer - who struggled away to create something - who got that elusive hit. Well done congrats to him i say he deserves it!

Now it appears that he has taken flappy birds off market - and it is this fact which changes my point of view to a degree.

​Others are filling a void left due to the Orginal developer with the original idea discontinuing his app - it was Dong Nguyen’s decision - i don’t understand it but i respect that it was his decision to make. It created the void in the market and the market will fill the void - thats business.

I personally will not clone it but thats my personal decision- along the lines that as I am an indie dev. “Do unto others as you would have done unto you” - i’m not religious but just feel that given the difficulties of being an indie in this incredibly hard market - it’s the right thing to do.

Now if his app was still on market then I would be very pissed for him, and feel for him, as others “cut his lunch” especially as in the app store indie developers are the weak.

T

check this out

https://sellboxhq.com/l/AkQf/Flappy-Birds-Clone-Corona-SDK

Check my quick and dirty example https://github.com/shadwork/Paper-Bird

Thanks shadwork.  I like the Paper Bird project.   There are a number of fixes that need to be made to work with the current public build:

  • Implement v1 compatibility mode in config.lua

  • Download the sprite.lua from here:

https://github.com/coronalabs/framework-sprite-legacy

and then copy the sprite.lua file to your working folder

  • Change the line require “sprite” to local sprite = require(“sprite”) in menu.lua and game.lua

  • After those fixes, the code runs, but there is no collision detection

FYI

shadwork,

I tried the app on my android and it worked fine, but I can’t get the collision detection to work on the Windows simulator.   The collision between the hero (bird) and the top or bottom work fine.  But the collision between the hero and the poles (line, lineTop, blocks[]) does not work.  Am I looking at an older version?  Did you run into a problem like this?

Here’s the code that creates the hero:

[lua]

    local heroSpriteSheet = sprite.newSpriteSheet(“heroes.png”, 85, 78)

    local heroSprites = sprite.newSpriteSet(heroSpriteSheet, 1, 8)

    sprite.add(heroSprites, “swap”, 1, 7, 500, 1)

    sprite.add(heroSprites, “stay”, 6, 1, 1000, 0)    

    hero = sprite.newSprite(heroSprites)

    hero.x = halfW

    hero.y = halfH

    hero:prepare(“stay”);

    hero:play(“stay”)

    physics.addBody(hero, “static”, {density=.1, bounce=0.1, friction=.2, radius=2.1})

    screenGroup:insert(hero)

[/lua]

Here’s the code that makes the poles:

[lua]

    for i = 1, 8, 1 do

        line = display.newImage(“contur.png”)

        line:setReferencePoint(display.TopLeftReferencePoint)

        line.speed = 4

        line.x = halfW + 54*4 * i

        line.y = math.random(holeShift,screenH-holeShift)

        line.cross = false

        if i==1 then

            line.y = math.random(holeShift +hole,screenH-(holeShift-hole))

        end

        physics.addBody(line, “static”, {density=.1, bounce=0.1, friction=.2})

        screenGroup:insert(line)        

        blocks[i\*2] = line

        lineTop = display.newImage(“line.png”)

        lineTop:setReferencePoint(display.BottomLeftReferencePoint)

        lineTop.x = line.x

        lineTop.y = line.y - hole

        physics.addBody(lineTop, “static”, {density=.1, bounce=0.1, friction=.2})

        screenGroup:insert(lineTop)        

        blocks[1 + i*2] = lineTop        

    end    

[/lua]

Here is the collision detection code:

[lua]

local function onCollision(event)

    if event.phase == “began” then

        print(“collision detected”)

        hero.bodyType = “static”

end 

[/lua]

Here is the code that scrolls the poles across the screen:

[lua]

function scrollBlock(self ,event)

    for i = 1, 8, 1 do

        if blocks[i\*2].cross == false then

            if blocks[i\*2].x < hero.x and blocks[i\*2].x + 54 >hero.x then

                blocks[i\*2].cross=true

                --audio.play(soundProcess) 

                score = score +1

                scoreMeter.text = score

            end

        end

        

        blocks[i\*2].x = blocks[i\*2].x - blocks[i\*2].speed

        blocks[1+i*2].x = blocks[i\*2].x

        if blocks[i\*2].x <= -54*4*3 then

            blocks[i\*2].cross=false

            blocks[i\*2].x = halfW + 54 + 54 * 4 * 4

            blocks[i\*2].y = math.random(holeShift,screenH-holeShift)

            blocks[1+i*2].x =  blocks[i\*2].x

            blocks[1+i*2].y = blocks[i\*2].y - hole

        end    

    end        

    

end

[/lua]

Any thoughts would be appreciated.

Ok, I’m getting closer to figuring this out.  I set the draw mode to “hybrid” and now I can see what the physics engine thinks of my physics bodies.   In hybrid mode, I can see the the physics engine is not considering the boundaries of the image to be the boundaries of the physics body.   Instead, there is just a red dash at the center of each physics body.  Anyone know what’s happening there?  I’m including a picture with the red dashes circled:

https://www.dropbox.com/s/l8lpldc77wp3jsp/flappy%20physics.PNG

Strange. Sure its quick project, but its work fine in Windows Simulator. Hero use simplest “circle” collide method. May be problem in Corona SDK version ?

If replace 

physics.addBody(hero, “static”, {density=.1, bounce=0.1, friction=.2, radius=2.1})

to 

physics.addBody(hero, “static”, {density=.1, bounce=0.1, friction=.2})

Its doesn’t work too ?

shadwork, thanks for the reply.   I tried increasing the radius to 20 and I tried removing it completely (as you suggested).   Both options produced a larger bounding box around hero, but still no collision detection- the hero just flies right through the poles.

I am suspicious that there must be a deeper problem.   The dynamic hero should not be able to fly through the static poles.   So, something is terribly wrong.  It might have to do with groups, but both the hero and the poles are in the screenGroup (and I don’t think it should make a difference anyway).   It might have to do with storing the line and lineTop bodies in the blocks array- but again, it looks like that should not be a problem.  It could be the V1 compatibility mode that I’m using with the latest Corona public build.   Another mystery of the programming universe!

Ok, figured it out.  It’s actually been written up in a number of other threads.  If you use setReferencePoint and V1 compatibility mode, then your collisions don’t work.  So, I commented out the setReferencePoints and collisions worked fine.  I’ll go through and switch the V1 stuff to Graphics 2.0 and that should fix it up nicely.

Thank you for reply about problem, i don’t known about V1 mode in current Corona SDK.

shadwork,

I have updated the files to Graphics 2.0 so there is no need for V1 compatibility.  I got everything working.  If you’d like, I could email you the files for a possible fork on Github- I’m not a huge github fan, too complicated for me :frowning: