Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 24, 2014
arrowPress Releases
October 24, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The power of Unreal Engine a  Flappy Bird  clone
The power of Unreal Engine a Flappy Bird clone
May 22, 2014 | By Mike Rose

May 22, 2014 | By Mike Rose
More: Smartphone/Tablet, Business/Marketing

Newsbrief: Epic Games has released its own Flappy Bird clone on mobile, with the aim of showcasing how easy it is for devs to put together games using the Unreal Engine 4.

Tappy Chicken launched on iOS and Android this week, and was built by a single Epic artist. Epic says that the game "showcases the ease of use and flexibility of Unreal Engine 4."

Epic's Tim Sweeney previously laid out the case for Unreal Engine 4, including the new subscription model for developers.

Related Jobs

Next Games
Next Games — Helsinki, Finland

Senior Level Designer
Activision Publishing
Activision Publishing — Santa Monica, California, United States

Tools Programmer-Central Team
Crystal Dynamics
Crystal Dynamics — Redwood City, California, United States

Senior/Lead VFX Artist
Magic Leap, Inc.
Magic Leap, Inc. — Wellington, New Zealand

Level Designer


David Richardson
profile image
As fun as that is, it's a 27mb game. A bit much, you'd think, even if it were a significantly enhanced clone of Flappy Bird.

Yifu Qiao
profile image
I think the point of the demo is that they are trying to change the impression that UDK or Unreal Engine is only designed for FPS games.
27mb is not a lot nowadays. iPhone for example, you can download up to 100mb apps through cellular network. And with todays fast network, who cares if the app is 7mb or 27 mb?

I use Unity3D all the time. But I am pretty excited for Unreal 4, especially they finally got rid of annoying "Unreal Scripting".

Mario Wynands
profile image
Consumers in China and other emerging markets care whether the download is 7mb vs 27mb.

Benjamin Quintero
profile image
I'm sure that most of that is UE4 and the assets are probably like 2MB. That's sort of the other side of that coin when you go with an everything-engine. It's a give and take. On the other end of the spectrum, I'm sure it could be done in 64k with procedural asset generation, but who would really notice?

Jeremy Alessi
profile image
This is pretty cool. I'm glad to see them showcasing something that isn't super real 3D.

Bruno Xavier
profile image
Unity has a big footprint as well.
But well, the thing I like most about UE4 is the fact Epic properly engineer their software and I'm still about to see UE4 crashing.
Now ask any Unity developer, editor crashing while you work on your game is a daily routine. Both on Mac and Windows. I am also astounded how many core game elements are already there in UE4, you can trully focus on your level design instead of creating tools or coding too many redundant gameplay logic.

Greg Scheel
profile image
UE4 is like magic, and the source code is so clean and correct, every time I look at it, I feel like I am becoming smarter, and I learn a lot about how to code properly. It's like being in college and studying Euclid and Greek, the good stuff smartens you up.

The toolset in UE4 really shines, I can focus on doing what I want, and on learning how to use the tools, there is nothing missing.

Rakib Solewalker
profile image
Unity crashing every once in a while, for a simple 2D game, is becoming a PITA for me, that's why I should switch to good old cocos2d-x or such engines for my next project :/

Gregory Booth
profile image
UE4 is nice. Like the environment, love the results and the UE4 community seems to rock.

Still need to work on Android compatibility a bit.

Same result on Galaxy Tab 3 as our build of it.
Thought maybe they handrolled an Android build of it but still not working.
( Yes we know it's gpu is not on the compatibility list but was hoping. )

Unity has it's problems but Angry Bots and more run well on the original Kindle Fire and Bluestacks.

UE4 is a competitor to Unity obviously but there are others too.

For x-platform and for those who don't mind assembling a toolchain/workflow you also have Cocos2dx, Gameplay3D, libgdx, jme3, Wave + Xamarin and more. Not everyone wants to assemble their own workflow but at least there are choices, and the choices are improving.

If UE4 gets builds working on a few more lower end Android devices/gpu this may be the goto engine for mobile also.

Greg Scheel
profile image
I started on JMonkey Engine, it has great tutorials. It is a tad limited, a bit crude at times, but was for me a great place to start.