Ready for the next challenge!
Last week the team got together and threw together a shooter in pyweek format. WIth the first practice round completed, the team is ready for the voting and can't wait to start!http://leif.freeshell.org/code/shooter.zip
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Looks as though I (bitcraft) will be doing most of the work here as the other member scrunches his podcast this week. Check it out on twitter @FistfulofPixels and iTunes
The concept for this game is a monster hunting game with a pokemon-esque battle mechanic. We'll see how far this goes in a week. Will be using much of the graphics and sound library from Nein (http://pygame.org/project-Nein-1822-.html), our last pyweek entry.
So far, a scrolling map can be moved around in what I am calling "big maps". This mapping system uses tiles, but unlike most tiling engines, each tile is unique. Combined with an image splitter, you can prepare a game world entirely in one image, and the game will only load parts of the image that are actually used. Rendering is done in a separate thread, so movement is smooth as tiles are being loaded from the disk.
I'll post some screenshots later.
The concept for this game is a monster hunting game with a pokemon-esque battle mechanic. We'll see how far this goes in a week. Will be using much of the graphics and sound library from Nein (http://pygame.org/project-Nein-1822-.html), our last pyweek entry.
So far, a scrolling map can be moved around in what I am calling "big maps". This mapping system uses tiles, but unlike most tiling engines, each tile is unique. Combined with an image splitter, you can prepare a game world entirely in one image, and the game will only load parts of the image that are actually used. Rendering is done in a separate thread, so movement is smooth as tiles are being loaded from the disk.
I'll post some screenshots later.
As for our practice game, you can check it out here: http://leif.freeshell.org/code/shooter.zip
I get an error as soon as the ship spawns, but the starfield is awesome!
Traceback (most recent call last):
File "main.py", line 267, in <module>
director.update(now)
File "main.py", line 44, in update
e.do()
File "main.py", line 27, in do
enemyLayer.add(Enemy(self.image, self.movement))
File "C:\Users\saluk\Downloads\shooter\shooter\ships.py", line 50, in __init__
self.image = pygame.transform.smoothscale(image, (50,50))
ValueError: Only 24-bit or 32-bit surfaces can be smoothly scaled
Traceback (most recent call last):
File "main.py", line 267, in <module>
director.update(now)
File "main.py", line 44, in update
e.do()
File "main.py", line 27, in do
enemyLayer.add(Enemy(self.image, self.movement))
File "C:\Users\saluk\Downloads\shooter\shooter\ships.py", line 50, in __init__
self.image = pygame.transform.smoothscale(image, (50,50))
ValueError: Only 24-bit or 32-bit surfaces can be smoothly scaled
I got that same error, which I fixed by adding .convert() to gfx.loadImage(arg[3]) on line 67 of main.py. It looks great, although I had a hard time understanding how the shields work.
ok~ It's up at the same url. I added a try/except block around the offending line, so it should work now. I wonder why that would happen, since the image should have been converted before being scaled. Do you happen to run in 256 colors? :)
Cosmologicon on
2011/08/30 15:36:
Cool! You want to show us?