Hello, I've been involved for a long time in an open source remake of a great puzzle classic called "Fish fillets". The game has been completely rewritten from scratch and features the following new content:

  • Upscaled original graphics (up to 4 times more resolution)
  • Brand new set of assets
  • Touch controls for mobile devices
  • New translations and dubs in several languages.
  • A lot of new options, graphics, effects and much more.

The game has been written in lua with love2d as framework, I started a port to godot (only the game logic is being ported to godot script), you can find the progress here: Godot game logic

You can find videos and pictures about the project here: git static main site

I'm posting it here at this early stage just in case someone is interested to contribute or take over and port it to godot, I don't really have the time and skills (I'm still learning godot) to do all the work, but if anyone is interested I would be happy to assist.
The core part of the game is the game logic, everything else can be considered modules that enhance the experience, but it does not need to be ported 1 to 1, you can use the mini release as source which contains only the minimal needed content for the game to work: Mini (release))

I'll be happy if someone is interested to take over this project so feel free to contact me if you need help or assistance.

a month later

Hi, there are a few releases that I've recently added including one for android and a demo of the Vr port of the game. The last two may have more appealing in case someone would like to port the game to godot since godot it's a lot more featured and performant for a 3d game.

Touch controls demo:

The general releases can be found here for anyone willing to test the game: https://codeberg.org/glitchapp/fish-fillets-remake/releases
and the vr demo can be found here: https://codeberg.org/glitchapp/fishfillets-Vr/releases

Vr screenshot:

I hope I got your attention and I would be very happy if someone takes over and push the game further and achieve higher levels of quality.

Thanks for reading!

I'm sure I had a look at this last week, sorry but in its form then it was an unplayable mess.

Has it been improved?

    a month later

    GodotBeginnerRich

    Hello, and thanks for letting me know you tested the game.
    From which of the releases are you talking about? The reduced releases which are under 100mb have indeed a lot more bugs that have been corrected on the main game so just to make sure please download the full game on its last version and please be concrete on which problems you have so that the feedback is useful to me and I can solve the problems.

    I've recently corrected tens of bugs and I hope to correct more with help of some betatesting and feedback.

    I won't probably fix and support the reduced releases anymore because they were created to help people who has problems following the installation instructions but this is now being addressed through a game launcher which is currently being tested and works on linux and do everything through a shell script, therefore please report bugs and problems only from the full game.

    Windows users please use this powershell script instead.

    Thanks!

      20 days later

      glitchapp

      • Scaling issue:

      The biggest issue the game currently have has to do with scaling. I managed to make the screen scale properly when you resize the game's windows, but the start size of backgrounds and objects is predefined on this file at the function assignremakesize() which is simply a work around till I find the right formula to calculate it automatically. Since this is a mathematical problem and lua is not so different from godot script, any help to achieve this is welcome. There are variables that store the windows width and height and the size of the maze:
      self.gridWidth = level.w
      self.gridHeight = level.h
      self.gridSize = (math.min(width/(level.w), height/(level.h)))
      tileSize = self.gridSize
      gridSize=self.gridSize

      The variables that store the windows size are:

      local desktopWidth, desktopHeight = love.window.getDesktopDimensions()

      I need to make a formula that take those values and initialize the level with proper scaling.

      The predefined values in 1440p and 4k works quite well for now, if you have issue on 1080p you can switch to retro mode by pressing the key 12 and in that mode the game scales properly on any resolution.

      This problem and some possible solutions will be discussed here

      • Godot port and Vr:

      Another important think I want to share is that I want to unify the Vr and the 2d game. I'm collecting 3d assets and attempting to do the whole game in 3d. Right now is double work because there are 2 engines, the underlying language is the same but the frameworks have different apis so it's like maintaining 2 games. I'm considering porting the game to godot so that the two games can be unified and fused into just 1 and that's very possible in godot so anyone interested to collaborate and with knowledge adding vr capabilities to a game could collaborate in this project.

      Update: I started designing the level selection menu in godot, since I'm learning and never worked with nodes in godot I'm not sure how to make it render to the canvas, I followed some guidelines and created a structure for button handling here and a layout here.

      Not sure if everything is correct so feel free to download the repository and check it. Thanks!

      a month later

      Hi, I'm sharing a few screenshots of the progress done on the vr project:

      City area levels:



      Repository: https://codeberg.org/glitchapp/fishfillets-Vr

      I'm planning to unify and port the 2d and 3d projects in one single project and port it to godot once the projects are completed, but just in case anyone is interested you are free to do it yourself if you find the project interesting.

      and I'm sharing a level editor which exported levels work on both the 2d and the 3d project:


      Repository: https://codeberg.org/glitchapp/Grid-Level-Editor

      Besides that, I'm looking for contributors in the following areas:

      • Development (Vr input, scripting etc)
      • 3d art (sculpting and texturing the models)

      I hope you like how the project is progressing and I'll be happy to receive feedback.

        2 months later

        glitchapp Hello, I came to the conclusion that porting the game to godot is not possible / practical. The reason for this is that the game relies on tens of love2d libraries that do not exist in godot (there may be probably similar ones though).
        For this reason, it would be a lot easier and practical to rewrite the game from scratch, unfortunately that's a lot of work and I'm not able to do it right now. In case anyone is interested all that need to do is:

        Port the game logic in this folder

        The files events.lua contains all the scripts that are triggered when something happens through the game logic and the files drawassets/30/60.lua draw the levels and players.

        That's the core functionality of the game, anything else is not needed, however if there's anything else you want to port most of the game functionality has been structured in states and I created a document explaining the structure here.

        The logic on the Vr game is exactly the same, the 2d and the Vr game both share the same logic which is written in the same language (lua), anything else is different because the engines are different (love2d & Lövr), although the api to lövr is based on löve2d and it's easy to pick up.

        I hope the info provided above is useful for anyone interested on writing this game for godot, you can also use Fish fillets next generation open source code, just bare in mind that the remake and next generation share no code since the remake is rewritten from scratch.

        Thanks fo reading and I hope you enjoy the game!