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Thread: Original Flappy Bird speed and deceleration?

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Original Flappy Bird speed and deceleration?

    Hey, I'm making an RPG game and I want to implement a Flappy Bird-like minigame in it, but I'd like to make it as close to the original Flappy Bird as possible. In the Faulty Flap tutorial, the speed is set to 75 and the deceleration to 65, but I feel like Faulty Flap is way easier than the original Flappy Bird.

    Does anyone know what settings I should tweak to make it more like the original? Should the distance between the pipes be changed as well? I've been trying out a couple of different values but I just can't seem to get that original Flappy Bird feeling. I'm guessing there's more to change than just the speed and deceleration?

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    I mean unless there's been another post where somebody already narrowed in down in the past, my suggestion would be trial and error. Keep playing around with it and see what gets you closest. I know that in Flappy bird, the falling speed/gravity definitely had a faster acceleration once you start falling, and the power when tapping to go up was on the weaker side. E.g. when you fall, it would take about 1.5 seconds to just fall to the bottom of the screen from the top; to tap up to the top of the screen would take a BUNCH of successive taps to get you back up, indicating the power to go up was weaker. I hope you get what I'm saying there.

    If you're using standard movement for the mini game, and are unsuccessful, maybe you might want to try the physics object instead. You might find what you're looking for with that.

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