Hi Ryan,

FYI, Quentinc's Screen Reader API now supports Jaws, Window-Eyes,
Super Nova, NVDA, System Access, and SAPI 5. It is Python 2.7
compatible and also works with Java, C# .NET, and any other language
that supports Windows COM. So if you use that along with PyGame you
will have a decent set of tools to write games with using Python.

Laurel, I just thought I would add or support what Ryan said below.
Its not so much a case of what language is best, but which one you
personally like best. There certainly are advantages and disadvantages
to each programming language and each developer is likely to give
suggestions based on his/her personal experience and preference. Your
best option is to take each suggestion and look at two or three
different language tutorials and find out which one suits you best.

For example, I tend to do the majority of my programming in C++.
Naturally because I tend to write in C++ it is my favorite language,
and the one I personally think is best over all. As a result I some
times come off biased and negative towards languages like Python,
because it lacks certain features or elements I use in C++.

That said, I'm beginning to learn that not everyone shares my views,
and nor should they. Not everyone who picks up a programming language
intends to create the next 3d FPS title complete with hundreds of
sounds, force feedback joystick support, and cutting edge 5.1 surround
sound audio. The language and APIs I should recommend should suit the
type of project and developer's skill level rather than my own
preference.

Cheers!


On 1/14/12, Ryan Strunk <[email protected]> wrote:
> Hi Laurel,
> Keep in mind that when asking questions about which language is best, you're
> going to get answers as varied as the programmers who give them. And most of
> those answers, alas, will be biased.
> Consider that Sound RTS, which is quite a bit more complex than a board or
> card game, was written in Pygame. It also has the benefit of being
> cross-platform. Python, and by extension, Pygame, is noteable for its rapid
> development. The code reads much more like standard English, and it isn't
> quite so particular about things like variable types. It's also noteworthy
> for having quite a large knowledge base to draw from, as the code is
> well-entrenched in the mainstream. With regard to SAPI/screen reader
> integration, there currently exists a third-party library which can
> interface with JAWS, SAPI, WindowEyes, NVDA, System Access, and possibly HAL
> (I'd have to check on that last one). It can even support Braille displays.
> BGT, by comparison, comes with much of this functionality already bundled,
> as has been stated below. It also has a very active forum, and its lead
> developer is extremely friendly and willing to help. It comes with a quite
> thorough tutorial chalk full of examples.
> While it's true that BGT-based games can run faster than those developed in
> Python, it's also true that you may not require that speed boost, especially
> since you will not be programming with graphics. Further, current projects
> within Python exist that enhance Python's speed capabilities; one is even in
> the works that will transform Python code to pure C++.
> It's probably obvious which side of my own comparison I come down on, so
> take my advice, along with everyone else's, with as much salt as you like.
> In the end, though, it's up to you, and you'll certainly find support
> whichever language you choose. Do some research, look at suggested language
> tutorials, and see what clicks for you. There's no right answer, so don't
> feel like you're in danger of picking the wrong one. I write in Python. Che
> from BLIND Adrenaline writes in C#.net. Jeremy Kaldobsky and David Greenwood
> write in VB, and Philip Bennefall writes in C++.
> Good luck, and let us know if there's anything we can do to be of
> assistance.
> All the best,
> Ryan

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