Everybody loves the Circus Invasion
Everybody loves the Circus Invasion!
Awards
Scores
Ratings (show detail)
Overall: 2.3
Fun: 2.1
Production: 2.6
Innovation: 2.1
Files
File | Uploader | Date |
---|---|---|
baahtallion-0.0.zip
— final
Baahtallion |
j-1 | 2009/05/03 00:03 |
menuscreen.png
Menu Screenshot |
jakob | 2009/05/03 00:01 |
screen1.png
First screenshot |
jakob | 2009/04/26 20:37 |
Diary Entries
Concept art
Hullo, we have more or less decided on the gameplay now. It took some brainstorming
to convince me, and I was skeptic until I saw the sketches that our newest teammember,
Clueless, had drawn.
A storyboard
Hello all. Thought I'd show you the storyboard for the intro to the game. We're still working on names and such, but the main idea is there. unless we change it of course...
Oh, and I'm aware of the spelling error. I was just too lazy to fix it.
So, err, day 2
I woke up late, had a quick shower, ran to school, realized me and Jakob had to finish a report on our examination project, was generally mushy-brained, went home, procastrinated, watched some anime, went onto IRC, started writing stuff, finished the dialogue engine, centralized the rendering somewhat (yay, no more resolution-dependant coordinates!), procastrinated, managed to finish that report, wrote a diary entry...
...and the rest is history! Or will be. Tomorrow. I need some sleep.
Oh, right! Clueless is doing some great work on the character portraits:
...and the rest is history! Or will be. Tomorrow. I need some sleep.
Oh, right! Clueless is doing some great work on the character portraits:
Descriptive title
Explanatory text.
Colon:
Colon:
What's up with my GL?
I believe something is terribly wrong. I decided to load some gifs into the game and suddenly this appears:
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_copy: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_width: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_height: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_n_channels: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_rowstride: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_has_alpha: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_pixels: assertion `GDK_IS_PIXBUF (pixbuf)' failed
After some debugging I believe they originates from the line:
image = pyglet.resource.animation("solider_forwards.gif")
The error does not appear for my teammate j-1, so I'm suspecting my installation of OpenGL. Does anyone have an idea of what to do about it?
EDIT: Found this. It appears more people than me are experiencing these problems. Perhaps it's time to scrap the gif plan...
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_copy: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_width: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_height: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_n_channels: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_rowstride: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_has_alpha: assertion `GDK_IS_PIXBUF (pixbuf)' failed
(process:8779): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_pixels: assertion `GDK_IS_PIXBUF (pixbuf)' failed
After some debugging I believe they originates from the line:
image = pyglet.resource.animation("solider_forwards.gif")
The error does not appear for my teammate j-1, so I'm suspecting my installation of OpenGL. Does anyone have an idea of what to do about it?
EDIT: Found this. It appears more people than me are experiencing these problems. Perhaps it's time to scrap the gif plan...
Moonwalking and level editor
Since we use an isometric tile engine now, unlike when we made Ghetto Viking, I couldn't find a simple way to make an easily human editable map file format. Thus, I had to hack together a simple level editor. I'm not quite done yet, but I will be tomorrow, and hopefully, I can help Jakob out with the actual gameplay.
Clueless, our artist, has made much progress on the sprites. Here, for example, is a soldier doing the moonwalk:
Clueless, our artist, has made much progress on the sprites. Here, for example, is a soldier doing the moonwalk:
Didn't finish
The consensus within our team before we started was that we were going to do something simple. Me and Jakob had spent the better part of a year making a game as our graduation project,
our Pyweek 6 and 7 entries either suffered from the game engine not being able to support all the ideas we had and, respectively, too many ideas for us to have time to implement into an otherwise strong game engine..
My personal goals with this Pyweek were:
1) Simple concept
2) No planning before the final theme was announced
3) No storyline!
4) Finish within a day or two, and spend the rest of the week looking for bugs
Yet, the first thing I did was to start on code for telling the storyline. The whole week, on my part, was a story of over-engineering. I wrote an isometric tile engine, when we really didn't need one. Because of said tile engine, I had to write a level editor. I didn't have time or energy to make it useful (you can only place tiles, and no enemies or structures), so it ended up a lump of code that just takes up space and actually restricts the rest of the game. This took the whole week. Meanwhile, Jakob began on the real gameplay. The thought was that we were going to meet up somewhere in the middle, and have a working game. We didn't. I wish I had been more active in the game development, but I wasn't. All the credit for the actual game should really go to Jakob and the artists.
Our game idea wasn't innovative, but I thought it was a pretty neat idea. Basically, you are a sheep, that is going to tear apart the human world of concrete and plant a lawn instead. The grass would spread on it's own from ruined buildings (in much the same way as Zerg Creep in the Starcraft games). Evidently, none of this was really implemented, and you just drive around and fight humans on a gigantic lawn. Most of this was hacked together in the last minute. If only we had had three or four more days, we could have made a game, instread of this demo, but alas.
Looking at the storyline that Clueless wrote, I can see how great this game could have become. Even though it was ambitious and didn't fit with my original goals, I still think we could have made it. Our team had four active members, more than in the previous competitions. What we lacked was a good plan regarding the codebase.
Ah well, there's nothing to do about it now. Thanks everyone, for a fun and inspiring week!
My personal goals with this Pyweek were:
1) Simple concept
2) No planning before the final theme was announced
3) No storyline!
4) Finish within a day or two, and spend the rest of the week looking for bugs
Yet, the first thing I did was to start on code for telling the storyline. The whole week, on my part, was a story of over-engineering. I wrote an isometric tile engine, when we really didn't need one. Because of said tile engine, I had to write a level editor. I didn't have time or energy to make it useful (you can only place tiles, and no enemies or structures), so it ended up a lump of code that just takes up space and actually restricts the rest of the game. This took the whole week. Meanwhile, Jakob began on the real gameplay. The thought was that we were going to meet up somewhere in the middle, and have a working game. We didn't. I wish I had been more active in the game development, but I wasn't. All the credit for the actual game should really go to Jakob and the artists.
Our game idea wasn't innovative, but I thought it was a pretty neat idea. Basically, you are a sheep, that is going to tear apart the human world of concrete and plant a lawn instead. The grass would spread on it's own from ruined buildings (in much the same way as Zerg Creep in the Starcraft games). Evidently, none of this was really implemented, and you just drive around and fight humans on a gigantic lawn. Most of this was hacked together in the last minute. If only we had had three or four more days, we could have made a game, instread of this demo, but alas.
Looking at the storyline that Clueless wrote, I can see how great this game could have become. Even though it was ambitious and didn't fit with my original goals, I still think we could have made it. Our team had four active members, more than in the previous competitions. What we lacked was a good plan regarding the codebase.
Ah well, there's nothing to do about it now. Thanks everyone, for a fun and inspiring week!