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TIGSource ForumsCommunityDevLogsGuppy v28.1 - win / mac / linux / android / iOS
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Author Topic: Guppy v28.1 - win / mac / linux / android / iOS  (Read 24677 times)
Ninja Dodo
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« on: May 14, 2009, 02:02:15 am »

A game about swimming like a fish.

Version 28.1

new version:

Itchio (Win/Linux/Mac/Android): http://ninjadodo.itch.io/guppy

Android: https://play.google.com/store/apps/details?id=net.ninjadodo.guppy

iOS: https://itunes.apple.com/us/app/guppy-a-game-about-swimming/id1038406941

Mac: https://itunes.apple.com/us/app/guppy/id1027442711

old free version:

Windows: http://www.ninjadodo.net/temp/guppy/guppy_v27_1_win.zip

Ubuntu: http://www.ninjadodo.net/temp/guppy/guppy_v27_1_ubuntu.zip

HTML5: http://gamejolt.com/games/arcade/guppy/13182/


Alternate LEFT and RIGHT ARROW (player 1) or A and D (player 2)

ENTER - add second player

R - reset



- fixed: camera moving away from lvl edge when zooming

- fixed: player hiding offscreen at lvl edges

- gamepad Retry prompt says A instead of R

- fixed: P2 music cues not resetting on restart

- fixed: incorrect program icon shown on title bar

- tweaks to fly spawn rate


- increased lvl size

- increased max predators to 8 for larger lvls

- more varied rock formations

- rebalanced fly and predator spawning

- tweaks to predator and friendly music triggers

- replaced Retry R text with sprite

- chance of friendly fish spawning if hiscore 10+

- added option to show hiscore at lvl start

- removed Menu Cave (still accessible with SHIFT-ESC)

- window aspect ratio auto-adapted to screen

- fixed: pause menu visible in P2 split-screen view

- fixed: ALT-TAB interfering with ENTER in menu

- removed scoring from BUBBLES and FOLLOW-mode

- BUBBLES and FOLLOW-mode now accessible only as secrets


- added gamepad support (L1/R1, Triggers, dual analog)

- music context adapts to P2


- added awesome dynamic music by Kejero

- predators avoid big friendly fish

- simplified AI collision

- optimization & refactoring

- ripple sound on death and fly pickup

- lowered predator spawn rate

- lowered max predators from 5 to 3

- main menu, options, credits

- background rocks in Menu Cave

- P2 removed in Menu Cave

- custom resolutions, default 800 x 480


- re-did LEFT/RIGHT button prompt

- remove player now on DELETE key


- optimization

- re-enabled pause

- LEFT-CLICK shows LEFT/RIGHT key hint (html5 only)

- moved ripple & food to SHIFT + CLICK


- fixed: re-instated p2 shading (after accidentally removing it)


- added context checks (for use with sound & music)

- check off screen culling only every 5 frames

- removed LOST-mode

- closed bottom right menu exit, moved BUBBLES to top right

- ported from GM 8.0 to Studio

- disabled pause [needs rewrite]

- BACKSPACE removes second player

- smoother camera movement near edges

- FOLLOW: changed start pos slightly


- BUBBLES: revised player bubble sprite

- LOST: removed scoring [too inaccurate]

- tweaks to rock collision (don't block on shallow angles)

- minor tweaks to bg rock sprites

- don't displace active off-screen particles

- fixed: schoolfish teleporting when hitting rock

- fixed infinite bubbles apearing off-screen

- fixed: error when pressing M (obsolete action)

- errors written to log instead of prompt


- fixed: error in FOLLOW-mode when player dies off-screen after 1st point


- added background rocks

- parallax scrolling on rocks and particles

- added pause button (P), press any key to unpause

- MENU: hi-score shown under mode name

- LOST: added scoring based on time

- BUBBLES: added scoring based on bubble size

- BUBBLES: bubble turns freely around player

- BUBBLES: player bubble takes longer to pop

- FOLLOW: removed starting predator (no enemies till 1st point)

- titles only visible in player1 view (split-screen)

- improved camera un-split transition

- fixed: predator teleporting when hitting rock

- misc cleanup


- no predators until 1st point (if hiscore < 2)

- fly collision shape bigger [easier to grab]

- added lilies to lvl 1

- more lilies if hiscore < 5 [more places to hide, easier start]

- 2P: increased zoom out speed on separation

- 2P: split-screen returns (with tweaks to transitions)

- 2P: split-screen arrangement based on relative player pos (except in LOST)

- 2P: player 2 now a light shade of grey

- removed fps-based detail adjustment [needs work]

- fixed bug causing credits to display after leaving menu


- 2P: lowered max zoom out range to 1024

- tweaks to particle count & movement

- tied max rocks to fps

- optimization (collision)

- MENU: added "created by" text


- further optimization (particles & rocks)

- particle count and fade speed tied to fps

- tweaks to rock placement


- major optimization (rocks no longer active off-screen)

- FOLLOW: hi-scores recorded (previously only in HIDE-mode)

- FOLLOW: score shown at edge of screen if player dies outside it

- ALT-ENTER toggle now works in ALL modes

- MENU: tweaks to rock placement

- BUBBLES: decreased lvl size

- LOST: fixed aspect-ratio bug on bot death


- ALT-ENTER toggles fullscreen

- ALT-F4 force quits

- fixed: lily flash, hide until permanent spot is found

- fixed: reset lvl did not reset score


- MENU: revised camera

- MENU: tweaks to text fading & placement

- 2P: tweaks to camera zooming

- clean-up & optimization

- LOST: fixed predator spawning close to player(s)


- MENU: added text to clarify options

- LOST: bot tries to reach player when close

- LOST: bot no longer avoids lilies or lvl edge

- LOST: fixed bug causing camera to cut to zero on p1 death

- LOST: limit zoom out to singleplayer range [otherwise too easy]

- fixed aspect-ratio bug on zoom in/out


- FOLLOW: count minutes survived, add one predator/min

- fixed incorrect enemy count

- enabled manual (NUMPAD+) adding of predators in ALL modes (for testing)

- BUBBLES: touching lvl edge destroys bubble

- avoid spawning flies on lvl edge

- fixed ghost ripples

- fixed bug causing infinite menu loop if HIDE2 & 3 not unlocked

- FOLLOW: lowered max particle-count [avoid clutter]


- MENU: reset scores upon entering

- HIDE: start with random (unlocked) lvl when entering from menu

- FOLLOW: replaced friendly big fish sprite, more similar to player

- MENU: players enter with back to entrance of mode they just left

- FOLLOW: smoother camera tracking of friendly NPC

- improved off-screen teleporting of dead fish


- added "MENU CAVE" (access other gameplay modes)

- 2P: players persist between modes

- LOST: added singleplayer bot (replaced when player is added)

- LOST: "Retry?" now appears if ANY player dies, "Again?" on win

- BUBBLES: increased lvl size

- BUBBLES: fixed particle-related crash, put particles back

- modes show title on first play

- further optimization


- activate only school on RC summon, deactivate after

- delay predator arrival (1 min) until 1st point (if hiscore 0)

- rough anim pass on predator tail

- fish move lilies (rotate only)

- minor optimization

- fixed flies appearing on rocks and lilies


- configurable bg particle density per lvl

- BUBBLES: fixed crash caused by bg particles (removed particles)

- reduced bubble ambient movement

- 2P: fixed bug causing constant backwards velocity on player 2


- decreased initial school size

- hi-score 2 unlocks bigger schools (in lvl 1) [avoid confusion on 1st play]

- fixed bug causing bg particles to ALWAYS form in top left corner

- corrected title bug caused by lvl switch

- 2P: fixed cam not zooming in on 2nd player death

- 2P: removed auto-respawn


- added food gfx on RC school summon

- fish displace particles (bubbles, etc)

- added bg particles

- replaced lily gfx

- increased max bubble size, reduced number

- added small ripples to idle flies

- added fly animation

- random schoolfish colours

- HIDE: tweaks to lvl 1 rock placement

- HIDE: changed lvl order, switched 1 & 2

- FOLLOW: added predator


- tweaks to object spawning

- HIDE: random base lvl on reset (1 of 3)

- HIDE: hi-score 5 and 10 unlock base lvls 2 & 3

- score using only 0-9 sprites

- show instructions if player doesn't move


- new rock gfx

- hi-scores

- schoolfish follow player when close (and not otherwise engaged)

- Right-click summons schoolfish (for testing)

- LOST: split-screen switches to single on contact

- tweaks to sprite depth + lily transparency


- added AI gather points (guarded by predators when not distracted)

- added similar gather points for schools

- AI now teleports to freedom when stuck in an area off-screen

- tweaks to text

- added title on startup

- LOST : removed flies

- BUBBLES! : added schoolfish (that destroy player bubble)

- switched to Game Maker 8


- added font

- added score recap on game over (multiplayer) + "Retry?"

- further tweaks to AI rock escaping

- LOST: fixed bug causing split-screen to break after reset

- 2P: increased multiplayer zoom limit to 1280

- 2P: removed co-op split-screen


- added "Lost" mode

- improved ambient scattering

- fixed predator spawning too close to player

- 2P: added split-screen when players separate beyond zoom limits

- player starting direction now random


- fixed bug preventing scatter cooldown from working

- ambient fish not shown under lilies

- tweaks to ambient movement speed

- improved AI rock avoidance

- BUBBLES: decreased rock count


- added ambient friendly fish

- HIDE: added alternate level with less rocks, more fish (SPACE to toggle, like modes)

- added respawn under lilies (triggered by 2nd player)

- tweaks to 'jumping' rocks placement & form

- increased max predators to 8

- decreased AI collision reaction time

- FOLLOW: death now based on screen borders (rather than distance to NPC)

- fixed bug: players spawning inside rocks

- added 180 turn fix for off-screen AI

- fixed off-screen object de-activation [now actually works]


- added semi-procedural rock formations (3 types: permanent, grow & jump)

- improved camera: smoother tracking, no falling behind, smooth hand-over on death,
zoom out to (p1) speed, correctly centered on 2P


- improved AI rock avoidance

- FIGURES mode renamed to "Bubbles!"

- BUBBLES: added player bubble that grows with every bubble you pick up...
bursts on contact, or if nothing is picked up for up to 3 seconds, bigger = more fragile

- added ability to pick modes directly with numbers 1-3

- ripple on left-click


- (for testing) left-click attracts predators

- tweaks to predator spawning


- scoring total shown on pickup in singleplayer

- increased max predators to 5


- re-designed AI vision and aiming [for multiple predators]

- 2P: added inter-player collision (nudge)

- superfluous off-screen objects de-activated

- tweaks to rock spawning (possibility of no rocks)


- AI steer away from fellow predators

- set max (natural) predators to 3

- tweaked predator collision (once again, head only)

- adjusted spawn rate (slower and more random) and positions

- if score = 0, no longer shown

- (for testing) NUMPAD+ adds predators


- reorganized objects into classes

- removed delay on death upon contact

- added scoring: total shown upon death + on every pickup in multiplayer

- added escalating difficulty (multiple predators)


- added obstacles (rocks)

- 2P: limited zoom out to 1024 [to encourage sticking together]

- FIGURES: removed predefined bubbles


- clean up and tuning (collision, camera zoom, AI circling)

- FOLLOW failure state: die by straying too far off-screen


- added multiplayer: ENTER to add player

- implemented adaptive zooming to keep multiple players in view

- added "Figures" mode: Get all the bubbles before they burst. (SPACE to toggle)

- gup tinted darker in the shade (ie. safety feedback)

- random lily size

- more bubbles!


- random lily & predator placement


- redesigned AI decision-making to have point-based spatial awareness

- added flies that create a ripple when picked up, alerting predator(s)

- restricted big fish hit detection to mouth area (no more death by tail)

- FOLLOW: reduced attention-span of big fish to break out of circling sooner


- improved big fish navigation AI

- added search behaviour [aiming still needs work]

- added "Follow" mode (SPACE to toggle)

- fixed bug causing big fish to display on top of lilies


- scrolling level: more space to move around, camera follows

- A predator fish to be avoided: currently just random ambient movement [needs search AI]

- you can hide in the shade of waterlilies

- neurotic (optional) bubble collecting


- attempt #1 at basic navigation ('art' placeholder)

KNOWN BUGS (still pondering)

- Increasing circle on repeated turns (until max speed).

- Rock collision sometimes fails.

- AI has been known to get stuck.

- (rare) Player spawns in closed room. [solution: reset]

Previous versions:


Original post:

Hello all,

Kinda new here (introduction). Was wondering if I could get some feedback on a work-in-progress.

So the other day I tried out this game where you play a fish and I found the controls extremely unsatisfying. This left me wondering how I would approach the problem. I hit upon the idea of mimicking the way fish actually propel themselves in the water, alternating left and right tail movement...

This is what I've got so far.
« Last Edit: June 14, 2017, 01:24:12 am by Ninja Dodo » Logged

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« Reply #1 on: May 14, 2009, 03:47:51 am »

Wow that's pretty neat, are you planning to make a full game out of this?
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« Reply #2 on: May 14, 2009, 04:00:25 am »

Cool I really like this, my mind is already buzzing with ideas. Although I could see having to constant pump buttons would get annoying after awhile.

I really hope you use this and make a game from it cause I'm looking forward to playing it.


I've just had an idea about the controls. Maybe have one button to press and have the player hold left or right depending on whether they want the tail to pump left of right. For example if I hold left and press space it's as if I just pressed left in the current control system and if I hold right and press space it's as if I just pressed right in the current control scheme.
« Last Edit: May 14, 2009, 04:05:08 am by SelfTitled » Logged

« Reply #3 on: May 14, 2009, 06:53:15 am »

Wasn't Edmund making a game with the same name?
Ninja Dodo
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« Reply #4 on: May 14, 2009, 07:15:16 am »

Ah yeah, I remember that demo. Obviously I named this test after the fish and not Edmund's project, but odds are when you pick a one-word name somebody will have used it. Anyway, it's just a working title.

@SMRobot: I'm considering it... this test was really just for fun, to see if I could build controls that worked (and learn how to use GM), but I do have an idea of how I could turn it into an actual game.

Quote from: SelfTitled
Although I could see having to constant pump buttons would get annoying after awhile.
I'm usually not a fan of repeated button-presses, but when the player decides the rhythm and chooses which button to press it's not as annoying I think as "press X to not die". Also put in a maximum speed, so you can't go too far overboard with the key presses (or at least there's no incentive to do so)...
« Last Edit: May 15, 2009, 12:02:59 am by Ninja Dodo » Logged

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« Reply #5 on: May 20, 2009, 10:45:24 pm »

Wow, that's pretty neat!  It really does simulate the movements of a fish pretty well.  My only concern would be how difficult precise movements might be.  As long as you don't require to much precision--make the pond fairly large--you could have a lot of fun with something like this.  Maybe gather an entire school and have them follow the leader.

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« Reply #6 on: May 21, 2009, 12:59:49 am »

Precision is a concern, yeah. Specific moves, if any, would have to be optional or it could be very frustrating. I like the school of fish idea, actually. That could be interesting.

I've been playing around with the prototype some more. This is what I have now:



- scrolling level: more space to move around, camera follows

- A predator fish to be avoided: currently just random ambient movement (needs search AI)

- you can hide in the shade of waterlilies

- neurotic (optional) bubble collecting

move around by alternating L & R arrow

R = reset
« Last Edit: October 23, 2010, 01:54:56 am by Ninja Dodo » Logged

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« Reply #7 on: May 21, 2009, 02:32:38 am »

It's very cool.  I like the two button flipping tail to move about. 

I hope more comes from this design. 
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« Reply #8 on: May 23, 2009, 04:05:36 pm »

I like your additions.  My only request would be that the bubbles grow slightly larger--just to make them that much easier to grab.  Keep posting whatever else you come up with.

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« Reply #9 on: May 24, 2009, 09:10:46 am »

Random spitballing here, but ... have you considered looking in the direction of rhythm games? I mean, I was trying to ascertain exactly what made navigating this fish so great (and it really did feel cool) and I kinda felt that it was the timing and careful alternation of left/right to go forward that kinda got my body into a sort of "groove".

If you could make more aspects of this game revolve around regularity, timing and "beats", then I think you'd have a strong option for something pretty gosh-durn creative.

Either way, hope you do something with this.
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« Reply #10 on: May 24, 2009, 10:14:03 am »

Wow.. I really like the controls on this a LOT.  I had great control over this fish in just a few seconds.  For some reason it is just really natural and I have had very little problems in anticipating the movement of the fish.  It is really fun to move around even in this little demo world and the resemblance to real fish movement is rather striking. 

There are so many ways to take this little prototype I look forward to seeing what you might do with it.

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« Reply #11 on: May 27, 2009, 04:40:24 am »

It's cute and intuitive.

Movements very fish like.
The being able to hammer on either only left or only right and make ever increasing circles is a bit weird.

Tis a cool prototype.

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« Reply #12 on: May 30, 2009, 08:39:49 am »

This was really neat!  It seemed like it became much easier to be precise when you were going faster.  Like, when you are going slowly, correcting your path kind of works against you by speeding you up, but once you are going fast works basically perfectly.  Maybe you could slow down the turning rate at low speeds, but make it use side fins to turn if you hold the key?  I guess I wouldn't worry about the controls when going slow, since fast is much more exciting anyway. 

I was just thinking that like 8-man multiplayer games of tag with this game would be crazy fun.  I've actually had this idea bouncing around in my head for a game about fish playing sports, but I was actually picturing more FPS-style controls.  Now it's going to be hard not to completely steal this control scheme!

Delightful little prototype!

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« Reply #13 on: May 30, 2009, 08:46:59 am »

You sir, is the shit Gentleman

This is a super excellent movement scheme! A bit challenging but never frustrating, and with a genuine feel to it.

Best of luck on this!
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« Reply #14 on: May 31, 2009, 07:33:31 pm »

Reminds me of a little game I once played called Fish Tank
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« Reply #15 on: June 02, 2009, 04:28:17 am »

Reminds me of a little game I once played called Fish Tank

That movement scheme is almost identical.  I think I still slightly prefer Guppy's controls just the way they are tuned.  Plus, I don't really enjoy the type of game that Fish Tank made with the movement mechanic.  It turns what could be a really fun way to control a fish and have fun with moving around and then confines you in a corridor type maze-avoider genre which I feel saps a lot of the joy from what Guppy's movement mechanic suggests to me.  I love just moving about the simple screen in Guppy versus crawling those Fish Tank mazes.

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« Reply #16 on: June 02, 2009, 07:00:18 pm »

Agreed. Just noting the similarity in control schemes
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« Reply #17 on: June 03, 2009, 03:39:13 am »

For the record, I had not played Fish Tank, but I agree there is a certain similarity. I think I can safely say though: there will be no lasers.

Been very busy lately so I haven't had time to do further tinkering, but I will be getting back to this soon.

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« Reply #18 on: June 03, 2009, 03:42:18 am »

I think I can safely say though: there will be no lasers.

Normally I would be opposed to such a statement... but in this case I agree.  Wink


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« Reply #19 on: June 03, 2009, 11:35:50 am »

Yup, thing with interesting/innovative control schemes is that if put in a super hardcore challenge type of game they just turn frustrating. Keep it a little more simple and sandboxy, so that the player can love the controls instead of ending up hating them.

You could propably add a few stones or bridge poles(circle shaped obstacles) here and there, but besides that I think you should keep the levels pretty open. Manouvering small corridors and mazes with those controls just wouldn't be as fun.
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