Fish Tank Simulator
Fish Tank Simulator
Fish Tank Simulator
Fish Tank Simulator
Fish Tank Simulator
Fish Tank Simulator Fish Tank Simulator Fish Tank Simulator Fish Tank Simulator Fish Tank Simulator Fish Tank Simulator Fish Tank Simulator Fish Tank Simulator
Fish Tank Simulator Fish Tank Simulator
Fish Tank Simulator
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  #1  
Old 06-10-2009, 08:26 PM
rsox709 rsox709 is offline
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Default Fish Tank Simulator


I made this as my final project for my programming class. it has very basic AI (if you even want to call it that) and is pretty much just a sim type game. you can feed, add and check the status of all the fish. everything is written with standard VB6 functions and API. no directx or activex stuff.

feedback and ideas on what i need to add/change would be greatful
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  #2  
Old 06-11-2009, 02:43 AM
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needs to be slightly more user friendly.

i don't understand the feedfish thing and i don't know what the fish prison is for.

(...and too lazy to read)
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  #3  
Old 06-11-2009, 07:06 AM
rsox709 rsox709 is offline
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how can it be more user friendly? its simple drag and drop. the sub tank is so that you can see the fish's health status and i was eventually going to make it so that it will display the name and age and stuff of the fish in the sub tank. FeedFish is a boolean variable that is used to draw the Fish flakes sprite. if its true then that means that the mouse has clicked and dragged the fish food container, so the program draws the fish flakes

Last edited by rsox709; 06-11-2009 at 07:25 AM.
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  #4  
Old 06-11-2009, 09:14 AM
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Quote:
Originally Posted by rsox709 View Post
how can it be more user friendly?
This is a problem most budding programmers experience. They get so wrapped up their creation they do not see it as someone who is looking at it for the first time.

A one page overview / help screen is easy to create and gives your new users a frame of reference.

Do not ask for opinions if you are not willing to hear them.
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Old 06-11-2009, 06:29 PM
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AdrianDeAngelis AdrianDeAngelis is offline
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Overall not bad... graphically well executed and can't fault the fish swimming. Once I knew what I was doing I found the controls easy to use.

I think a help button/page is a good idea as although the controls are pretty easy, it is not immediately intuitive how the game works and especially in a simulation it would be nice to have an overview of everything.

A good example is a game called zuma deluxe which is really easy to play (it only has two mouse button clicks) but without the controls reminder screen that you have to pass through to play the game it could potentially put off a lot of people from playing. Controls really make or break your game... many people will not bother with a game unless they feel comfortable with the controls... the worst thing that can happen is that someone stares at your pretty screen with no idea what to do = delete button.

Ideas/suggestions:
1) Feed flakes should disperse in the tank where they are created and fish swim to individual flakes and eat them. individual fish should get an increase in health rather than all of them
2) different sizes of fish... feeding fish makes them slightly larger, consequently they need more feed to maintain their health
3) different rates of health decline for different fish types
4) when you select a fish for the tank below it should stay in the main tank with a square/selected cursor around it and a copy of it with its health displayed in the lower tank. click to add fish to tank, click elsewhere in the main tank or re-click the fish to remove.
5) muck... tank gets mucky after a while and needs a clean, muck levels affect fish health.
6) when fish are getting unhealthy make them swim unhealthily (eg can't return to bottom of tank, hanging in place and floating up) when they die... belly up and float to top. If not removed they begin to much the tank up.
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Old 06-13-2009, 02:35 PM
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Belly up... reminds me of my own experience with fish.

This game looks very promising - the idea is simple and the graphics are very good. This is the kind of game you could stick in your Startup folder and leave running all day while you work.

I'll second all of Adrian's ideas. (Wish I thought of them first... )

Some other ideas (supposing you want to get a touch more complex):
- Fish would have different health ratings: if they're getting ill from swimming around in dirty water, feeding them would do little good.
- Adding food would make the water just a tiny bit dirtier.
- Props! Rocks, coral, diver figurines, castles, etc.
- Fish AI: some fish like to be closer to the surface, some are more active, a few might even be greedier about food.

And of course the title of the game is perfect... I got a kick out of it.
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Old 06-23-2009, 08:18 PM
joangracoffande joangracoffande is offline
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Quote:
Originally Posted by Gruff View Post
This is a problem most budding programmers experience. They get so wrapped up their creation they do not see it as someone who is looking at it for the first time.

A one page overview / help screen is easy to create and gives your new users a frame of reference.

Do not ask for opinions if you are not willing to hear them.
i agree

one of the first things i do when showing new people is i give it to somebody who isn't technically savvy, my gf, parents, anybody

if they can't use it, i didn't make it simple enough
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  #8  
Old 07-14-2009, 09:58 AM
rsox709 rsox709 is offline
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thanks for the input. ill definately work on adding a help screen, and ill try to incorporate some of your other ideas into the program. the only problem i have is that i dont have any different sprites for other types of fish movements (like belly up lol). also im going to have to learn up on alpha blending if i want to make some realistic looking muck on the screen because it looks better if it isnt 100% opaque right away.
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Old 07-18-2009, 02:07 PM
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If you have some good image software, you could draw up your own sprites (using lots of reference images, of course). If you're like me, though, they'd end up looking rather cartoony.

For a belly-up, getting the in-between frames is the hard part. Obviously a vertical flip would give you a passable end result.

You find out fast that even a simple game has a lot of creation issues to muck through. Of course, too much complexity just muddies the water.
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Old 07-20-2009, 02:47 AM
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i started off drawing sprites then i decided i needed some programming skills to move them around

developing basic art skills is a great talent to have if you are going to make some games.


i use a combination of ImageForge free software and msPaint
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  #11  
Old 07-20-2009, 06:51 AM
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AdrianDeAngelis AdrianDeAngelis is offline
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That is why space games are fairly good... not much animation is involved in making a space scene or laser gun and fundamentally most space ships are big rectangles with lights and guns ; )
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Old 07-20-2009, 10:57 AM
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(Then there's the USS Enterprise... Personally I think Gene Roddenbury got the idea from an upside-down spoon.)

I've been really trying to brush up (ha ha) on my own art skills... Paint Shop Pro 5 has plenty of "dummy-proof" tools which help a lot. (A little softening will "real" up a character quite surprisingly.) Plus it will save in just about every image format I've ever heard of, and several I haven't.

I'd say you've done a very good job, even though fish are one of the easier creatures to animate. (Amoebas of course take the cake on that subject.)
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  #13  
Old 09-30-2009, 07:50 PM
Shaq32 Shaq32 is offline
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I used the fish and seaweed that were used in this game, but does anyone know where I can find more fish or props? I've been looking really hard and I can't find any more animating fish or anything. And all the rocks and coral I've found look too real, I need some that are a little more cartoony.
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