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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Cool! You want to show us?
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.
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
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?  :)