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  • Shipping Tappy Chicken

    Shipping Tappy Chicken
    Tappy Chicken is out now, shipped simultaneously on iOS, Android, and HTML5. Available as a free, lightweight download, it’s the first UE4 game released on any of those platforms, and one of the first overall.

    The entire game was built by a single artist (Shane Caudle) with no traditional programming skills. It is a content-only game (contains no C++ code), with all of the gameplay created entirely using Blueprints. Shane built the core gameplay loop in an evening and spent perhaps a week working on building out the menus, fixing bugs, etc... for the 4.0 release.


    Since 4.1 shipped, Shane has optimized the artwork to reduce overdraw (tight bounds on the sprites and splitting transparent and opaque objects), which improves the framerate on lower-end devices like the iPhone 4. He also made use of the new Blueprint-exposed achievements API and added support for them, joining the existing (previously-experimental) leaderboard support. All of these changes will be available in the 4.2 release.

    Easy cross-platform development
    UE4 makes it easy to create a cross-platform game, abstracting away platform-specific details and letting you focus on making a game. Tappy Chicken handles touch, mouse, and controller input, and can run on any supported platforms, even the consoles. The only platform-specific logic in Tappy Chicken decides whether to show the leaderboard and achievement buttons or not; everything in the game runs the same in the editor preview as it does on device or in the browser, making testing a lot easier.

    The shipped version targets the following platforms:
    • iOS: iPhone 4 / iPad 2 or above, running iOS 6 or above.
    • Android: Devices with an OpenGL ES 2.0 GPU that run API level 9 (Android 2.3) or above.
    • HTML5: Browsers that support WebGL (Latest Firefox, Chrome, Safari, or Opera, with compatibility increasing as time goes on)



    Small download size
    The 1.0.0 shipping sizes for the various platforms are listed below:
    • HTML5: 9.4 MB
    • Android: 26.8 MB (OBB + APK combined)
    • iOS: 28.2 MB

    The actual Tappy Chicken game content is under 2MB, the rest is basically a fixed overhead for the engine that won’t increase as you add more content to your game. We’re still optimizing this overhead; expect to see further size reductions in future releases. Even so, you can ship a much larger game with dozens of times more content than Tappy Chicken and still fit into the OTA download size for the various stores (typically 100 MB).

    Online features
    Tappy Chicken also demonstrates how to use leaderboards, achievements, and banner advertisements on iOS and Android. We shipped with support for iAd Network on iOS and AdMob on Android, although there is a new IAdvertisingProvider API in 4.2 that can be used to add new advertising services without modifying the engine.

    Leaderboards and achievements are implemented via the online subsystem interface, going to Game Center on iOS and Google Play on Android. The leaderboard and achievement portions of the OSS are exposed to Blueprints right now, and we intend to expose the entire system eventually. I’ll go into more depth on how to add achievements and leaderboards to your games in a future blog post, or you can look at the 4.2 version of the main Blueprint in Tappy Chicken once it is released.

    What’s next?
    Due to the difference in timeframes, we ended up shipping this release on a branch off of Master instead of 4.2 (all changes have been merged back to Master as of today); most of the changes made it in for 4.2, but a few Android and HTML5 fixes won’t be in the Launcher version until 4.3.

    We’ve done testing for this release across a decent range of different devices, but nothing can substitute for having a live game in the wild due to the nature of the diverse hardware and drivers used in Android devices. We plan on addressing compatibility problems, pushing the fixes to GitHub, and releasing updated versions as issues are reported, improving the engine for everyone.

    Going forward, we’re going to treat Tappy Chicken as a living product, making updates as necessary to keep it in a 'ship ready' state with every release of UE4, eating our own dog food, if you will. Feel free to reply with questions or comments below or join me on Twitter at @joatski.
    Attached Files
    Last edited by Crystal Voliva; 07-10-2014, 04:36 PM. Reason: added link to wiki page on 'shipping sizes'

  • #3
    We're pushing it live now. Hang tight!

    Comment


    • #4
      Great job guys, and thank you for all the hard work you do and the great tools that you make!
      Web developer by day, hobbyist by night. - - @vitaliyvitaliyz

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      • #5
        Note: The last of the changes (so far) from the Tappy Chicken release branch were pushed to master as of https://github.com/EpicGames/UnrealE...cd73aee8564472

        Cheers,
        Michael Noland

        Comment


        • #6
          I've answered/recapped a number of questions about the livestream in that thread: https://forums.unrealengine.com/show...ll=1#post56167

          Cheers,
          Michael Noland

          Comment


          • #7
            Nice work. I always keep an eye on the Flappy Bird project as a 2d/mobile benchmark for tue UE4. Moreover, I'd really enjoy to have a more straightforward and simple HTML5 exporter, because exporting game for the web it is the thing I miss more from Unity.
            Game and AI developer.
            Twitter: @thek3nger

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            • #8
              Hi, really nice move Michael, and nice game!

              But did you see that the Android Leader board is already cheated?
              This could become a game breaker (for the Unreal Engine mobile solution) if not fixed.

              Cheers
              UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
              UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
              PayPal me a beer to support my work

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              • #9
                Made the first Review , Yeah!
                Anyway thanks EPIC for making that possible for everyone!
                New to Game Developing

                If someone needs a Mate to learn together send me an PM!

                Learning Modeling: [||||||||||]
                Understanding UE4: [||||||||||]
                Making a Blog of Progress: [||||||||||]

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                • #10
                  Originally posted by SRombauts View Post
                  But did you see that the Android Leader board is already cheated?
                  Shane erred on the side of a nice user experience for the leaderboard code. It trusts the local save game so that you can play offline, get a high score, and still see that high score reflected in the reported Game Center or Google Play number. As a result, a cheater can easily place an absurd score on the leaderboard, but competing within your circle of friends should be fine. You can choose to instead report the score only when online while receiving it (this is actually what the version of the game in 4.0 and 4.1 did).

                  We will probably offer savegame encryption in a future build, but that is at best a marginal protection, since you can run the executable on a rooted or jailbroken phone and attach a debugger to just modify the score value in memory (which would also thwart the 'only report when achieved' approach too).

                  Cheers,
                  Michael Noland
                  Last edited by Michael Noland; 05-23-2014, 02:08 PM.

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                  • #11
                    Understood, I like this explanation as it is all about a choice developers have to make ; and perhaps we can add an upper limit to score (because 1 billion eggs....)
                    Thanks!
                    UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
                    UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
                    PayPal me a beer to support my work

                    Comment


                    • #12
                      For anyone interested in shipping sizes and measured performance on different devices, https://wiki.unrealengine.com/Tappy_Chicken is going to be kept up to date with future releases.

                      Cheers,
                      Michael Noland

                      Comment


                      • #13
                        Originally posted by Michael Noland View Post
                        For anyone interested in shipping sizes and measured performance on different devices, https://wiki.unrealengine.com/Tappy_Chicken is going to be kept up to date with future releases.

                        Cheers,
                        Michael Noland
                        Thanks Michael! for this and all your mobile efforts these last couple of weeks, very much appreciated!

                        Comment


                        • #14
                          Shipping it on Windows Phone 8 would be the real achievement (obviously after supporting it in UE4). Don't bury your head in the sand about WP please, forget the numbers think of the future.

                          Comment


                          • #15
                            Speaking of Windows phone, WP 8.1 will support WebGL in the browser. Does that mean that UE4 can run inside IE on WP 8.1 ? This might be a real life saver as we are being asked to support WP 8.1 for our 2D game... Any thoughts ?

                            Thanks
                            Sanjit

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