Charlotte’s Flappy Fish

Developed by Wayne Hawksworth
Released by HWH Inc.


View on App Store

Product Description

App Store Description

Play and hear Charlotte’s Flappy Fish!!

Tap the fish and move through the obstacles. Choose which fish you want to be: Scramble, Egg or Toast!

Beat your highest score and collect medals!

Good luck Waye Ayeeeeeee!

Development Details

Developed for iOS – iPhone & iPad.

Developed for for Android – All arm6 – arm7 onwards devices.

Charlotte Crosby (a UK celebrity) wanted her own game one the App store – both iOS and Android. At the time, the biggest hit on the stores was the FLAPPY BIRD game – which went viral – and everyone was talking about it.

We decided to code up a full ‘flappy bird’ style game – but replace the in game bird character with Charlottes own pet fish: Scramble, Egg and Toast.


Development Environment
All code was developed in Corona SDK – using the LUA language. The result – a near identical, functioning clone to the flappy birds app, but fully ‘skinned’ for Charlotte Crosby – and her little fishy pets.

Game Mechanics
Using simple Box2d Physics to keep the fish afloat, while trying to get through the gaps in the pipes. For the background and foreground layers, multiple depths of parallax scrolling was used to give the illusion of speed and depth.


Game Sprites
All of the fish characters animate over 3 sprites – mainly the fins flapping up and down – to give the illusion of movement. This simple approach worked within the app – and matched the original Flappy Bird app the core was based on.


Coding Environment

Developed using the Corona SDK. Using the LUA programming language. All code developed using a derivative of LUA developed by Corona.
BBEdit used as the IDE to enter the raw LUA code, with debugging feedback from Corona LUA environment via Mac OS X’s Terminal tool.

Artwork Creation

All artwork created using Adobe Illustrator CC. Artwork first sketched out, then drawn in high resolution ‘vector’ paths. Illustrator also used to create all the various Scenes, buttons and other graphical elements used within the App. This allowed for any item to be scaled to the correct size without any pixelation.

Raster Graphics

Artwork refined in Adobe Photoshop CC. All artwork generated at same size (@1x), and at @2x and @4x for higher density screens such as iPhone 5, 6 etc. All images converted to optimised PNG format, with a resolution of 72 dpi at there actual screen display size – to avoid any distortion.

In-App Animation setup

Throughout the App, and in the game the animation sequences were constructed using SPINE Animator. Once an animation sequence of individual sprites had been prepared, all data for the animation sequence was exported out as a JSON file and read into the Corona LUA environment with a realtime convertor.

Game Audio, Music, SFX, Voices

Audio narrative for the soundboards and various other speech related aspects of the app were supplied by the client. Cleaned and optimised to MP3 format for use.
SFX and Music was produced internally and applied to various aspects of the app. In particular the Game has various SFX and audio pieces – along with vocal narrative supplied by the client.


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